Audio collision queue
AssigneeSony Interactive Entertainment Inc.
InventorCeleste Bean
Life of this patent
Estimating the term…
Abstract
A method and system for setting a vocal collision queue is disclosed. A plurality of incoming audio streams associated with a plurality of user devices currently involved in a communication session is recorded. There is an overlap between portions of two or more of the audio streams in the communication session that is identified. A queue for the two or more identified audio streams is determined. The queue includes a sequence to the identified audio streams. Recordings corresponding to the overlapping portions of the identified audio stream are retrieved. The retrieved recordings are provided to the user devices in the communication session. The retrieved recordings are played sequentially in accordance with the determined sequence.
Claims20
A method for providing audio queues, the method comprising:
- monitoring each of a plurality of incoming audio streams associated with a plurality of user devices currently involved in a gameplay session in real-time;
- detecting an overlap between portions of two or more of the plurality of incoming audio streams;
- prioritizing at least one of the portions that is associated with an urgency level related to a current gameplay objective, wherein the at least one portion is prioritized within a prioritized sequence of the portions;
- retrieving recordings corresponding to the portions of the two or more incoming audio streams;
- and
- presenting the recordings in the prioritized sequence to the plurality of user devices in the gameplay session, wherein presenting the recordings includes playing the recordings sequentially in accordance with the prioritized sequence.
A system for providing audio queues, the system comprising:
- a communication interface that communicates over a communication network, wherein the communication interface receives a plurality of incoming audio streams associated with a plurality of user devices currently involved in a gameplay session in real-time during the gameplay session;
- and
- a processor in communication with a memory and the communication interface, wherein the processor executes instructions stored in the memory to:
- monitor each of the audio streams during the gameplay session in real-time;
- detect an overlap between portions of two or more of the plurality of incoming audio streams;
- prioritize at least one of the portions that is associated with an urgency level related to a current gameplay objective, wherein the at least one portion is prioritized within a prioritized sequence of the portions;
- retrieve recordings corresponding to the portions of the two or more incoming audio streams;
- and
- present the recordings in the prioritized sequence to the plurality of user devices in the gameplay session, wherein presenting the recordings includes playing the recordings sequentially in accordance with the prioritized sequence.
A non-transitory, computer-readable storage medium having instructions embodied thereon, the instructions executable by a computing system to perform a method for providing an audio queue, the method comprising:
- monitoring each of a plurality of incoming audio streams associated with a plurality of user devices currently involved in a gameplay session in real-time;
- detecting an overlap between portions of two or more of the plurality of incoming audio streams;
- prioritizing at least one of the portions that is associated with an urgency level related to a current gameplay objective, wherein the at least one portion is prioritized within a prioritized sequence of the portions;
- retrieving recordings corresponding to the portions of the two or more incoming audio streams;
- and
- presenting the recordings in the prioritized sequence to the plurality of user devices in the gameplay session, wherein presenting the recordings includes playing the recordings sequentially in accordance with the prioritized sequence.
Dependencies are inferred from the claim text.