Sonos, Inc. (20240259760). Room-Informed Binaural Rendering simplified abstract

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Room-Informed Binaural Rendering

Organization Name

Sonos, Inc.

Inventor(s)

Adib Mehrabi of London (GB)

Orchisama Das of London (GB)

Christopher Pike of Manchester (GB)

Patrick Kevin Mcpherson of Somerville MA (US)

Franck Zagala of London (GB)

Room-Informed Binaural Rendering - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240259760 titled 'Room-Informed Binaural Rendering

The technologies described in this patent application relate to spatial audio on wearable playback devices, such as headphones and earbuds. These technologies may include forms of binaural rendering of audio, which is played back on the wearable playback devices. The goal is to create or enhance an immersive listening experience that does not sound like the listener is using a wearable device, but rather like they are listening to a well-tuned, well-placed, three-dimensional audio system of loudspeakers in a specific listening environment, such as the listener's living room.

  • Binaural rendering of audio on wearable playback devices
  • Creating an immersive listening experience
  • Simulating a three-dimensional audio system
  • Enhancing the audio quality on headphones and earbuds
  • Providing a realistic sound environment

Potential Applications: - Gaming - Virtual reality experiences - Music streaming services - Audio tours and guides - Audio books

Problems Solved: - Improving the audio quality on wearable playback devices - Enhancing the user experience - Creating a more realistic sound environment - Increasing engagement with audio content - Providing a more immersive listening experience

Benefits: - Enhanced audio quality - Immersive listening experience - Realistic sound environment - Improved user engagement - Increased enjoyment of audio content

Commercial Applications: Spatial audio technologies can be utilized in various commercial applications such as gaming, virtual reality experiences, music streaming services, audio tours, and audio books. These technologies can enhance the user experience and provide a more immersive and engaging audio environment for consumers.

Questions about spatial audio on wearable playback devices: 1. How does binaural rendering of audio enhance the listening experience on headphones and earbuds? 2. What potential applications can benefit from spatial audio technologies on wearable playback devices?


Original Abstract Submitted

example technologies described herein relate to spatial audio on wearable playback devices, such as headphone and earbuds. such technologies may include forms of binaural rendering of audio, which is played back on the wearable playback devices. these technologies may create or enhance an immersive listening experience which, to the listener, does not sound like you are listening on a wearable device, but are instead listening to a well-tuned, well-place, three-dimensional audio system of loudspeakers in a particular listening environment, such as the listener's actual living room.