# US 12,109,490 B2 · Detection and classification of audio events in gaming systems

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- Number: US 12,109,490 B2
- Document ID: US12109490B2
- Status: Granted
- Kind: B2
- Application number: 18/450,782
- Filed: 2023-08-16
- Published: 2023-12-21
- Granted: 2024-10-08
- Earliest claimed: 2021-09-02
- Assignees: STEELSERIES ApS
- Applicants: STEELSERIES ApS
- Inventors: Jeffrey Nicholas Mahlmeister; Simon Duffy; Raphaël Greff; Damien Granger; Nathan Souviraa-Labastie
- Web page: https://patentgrep.com/patent/US12109490B2

## CPC

- A63F 13/424: involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
- A63F 13/213: comprising photodetecting means, e.g. cameras, photodiodes or infrared cells (A63F13/219 takes precedence)
- A63F 13/215: comprising means for detecting acoustic signals, e.g. using a microphone
- A63F 13/54: involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F 13/86: Watching games played by other players
- G06F 3/167: {Audio in a user interface, e.g. using voice commands for navigating, audio feedback}
- A63F 13/533: for prompting the player, e.g. by displaying a game menu
- A63F 13/537: using indicators, e.g. showing the condition of a game character on screen
- A63F 13/87: Communicating with other players during game play, e.g. by e-mail or chat
- A63F 2300/308: Details of the user interface
- A63F 2300/5546: using player registration data, e.g. identification, account, preferences, game history
- A63F 2300/572: Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
- A63F 2300/6072: of an input signal, e.g. pitch and rhythm extraction, voice recognition
- A63F 2300/6081: generating an output signal, e.g. under timing constraints, for spatialization
- G06N 3/02: Neural networks
- G06N 3/08: Learning methods
- G06N 3/09: Supervised learning
- G10L 15/16: using artificial neural networks
- G10L 15/26: Speech to text systems (G10L15/08 takes precedence)
- G10L 25/51: for comparison or discrimination
- H04R 1/1083: {Reduction of ambient noise (active noise reduction per se G10K11/175; protective devices for the ear, e.g. providing acoustic protection A61F11/06)}
- H04R 3/12: for distributing signals to two or more loudspeakers {(specially adapted for hearing aids H04R25/407)}
- H04R 5/033: Headphones for stereophonic communication {(details thereof, e.g. relating to batteries, cables or control elements H04R1/10)}
- H04R 5/04: Circuit arrangements, {e.g. for selective connection of amplifier inputs/outputs to loudspeakers, for loudspeaker detection, or for adaptation of settings to personal preferences or hearing impairments (combinations of amplifiers H03F3/68; stereophonic systems H04S)}
- H04S 7/302: {Electronic adaptation of stereophonic sound system to listener position or orientation (H04S7/301 takes precedence)}
- H04S 7/308: {Electronic adaptation dependent on speaker or headphone connection}
- H04S 2400/01: Multi-channel, i.e. more than two input channels, sound reproduction with two speakers wherein the multi-channel information is substantially preserved
- H04S 2420/01: Enhancing the perception of the sound image or of the spatial distribution using head related transfer functions [HRTF's] or equivalents thereof, e.g. interaural time difference [ITD] or interaural level difference [ILD]
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- G06N: COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G10L: SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- H04R: LOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; ELECTRIC HEARING AIDS; PUBLIC ADDRESS SYSTEMS (producing sounds with frequency not determined by supply frequency G10K)
- H04S: STEREOPHONIC SYSTEMS

## Abstract

A system that incorporates the subject disclosure may include, for example, a gaming system that cooperates with a graphical user interface to enable user modification and enhancement of one or more audio streams associated with the gaming system. In embodiments, the audio streams may include a game audio stream, a chat audio stream of conversation among players of a video game, and a microphone audio stream of a player of the video game. Additional embodiments are disclosed.

## Claims

### Claim 1

A device, comprising:
a processing system including a processor; and
a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations, the operations comprising:
receiving a gaming system audio stream during a video game, the gaming system audio stream comprising a plurality of audio streams including a chat audio stream produced by a plurality of players participating in the video game, a game audio stream and a microphone audio stream produced by one player of the plurality of players;
detecting a predetermined event in the gaming system audio stream during the video game utilizing an artificial intelligence module;
receiving user-generated input associated with an audio spectrum of the gaming system audio stream;
modifying selected frequencies of the audio spectrum of the gaming system audio stream based on the user-generated input, the selected frequencies selected to emphasize the predetermined event in the gaming system audio stream, producing an equalized audio stream; and
providing the equalized audio stream to an audio device of the one player of the video game.

### Claim 2 (depends on 1)

The device of claim 1, wherein the user-generated input is associated with the predetermined event.

### Claim 3 (depends on 1)

The device of claim 1, wherein the user-generated input indicates a center frequency of a filter.

### Claim 4 (depends on 3)

The device of claim 3, wherein the filter is associated with a frequency range.

### Claim 5 (depends on 4)

The device of claim 4, wherein the predetermined event is within the frequency range.

### Claim 6 (depends on 1)

The device of claim 1, wherein the detecting of the predetermined event comprises providing a portion of the gaming system audio stream to the artificial intelligence module.

### Claim 7 (depends on 1)

The device of claim 1, wherein the operations comprise training the artificial intelligence module to detect a group of predetermined events.

### Claim 8 (depends on 7)

The device of claim 7, wherein the group of predetermined events comprises the predetermined event.

### Claim 9 (depends on 7)

The device of claim 7, wherein the detecting of the predetermined event comprises receiving, from the artificial intelligence module, an indication that the predetermined event has been detected.

### Claim 10

A non-transitory, machine-readable medium, comprising executable instructions that, when executed by a processing system including a processor, facilitate performance of operations, the operations comprising:
receiving a gaming system audio stream during a video game, the gaming system audio stream comprising a plurality of audio streams including a chat audio stream produced by a plurality of players participating in the video game, a game audio stream and a microphone audio stream produced by one player of the plurality of players;
detecting a predetermined event in the gaming system audio stream during the video game utilizing an artificial intelligence module;
receiving user-generated input that is associated with an audio spectrum of the gaming system audio stream and that is associated with the predetermined event;
modifying selected frequencies of the audio spectrum of the gaming system audio stream based on the user-generated input, the selected frequencies selected to emphasize the predetermined event in the gaming system audio stream, producing an equalized audio stream; and
providing the equalized audio stream to an audio device of the one player of the video game.

### Claim 11 (depends on 10)

The non-transitory, machine-readable medium of claim 10, wherein the user-generated input indicates a center frequency of a filter.

### Claim 12 (depends on 11)

The non-transitory, machine-readable medium of claim 11, wherein the filter is associated with a frequency range.

### Claim 13 (depends on 12)

The non-transitory, machine-readable medium of claim 12, wherein the predetermined event is within the frequency range.

### Claim 14 (depends on 10)

The non-transitory, machine-readable medium of claim 10, wherein the detecting of the predetermined event comprises providing a portion of the gaming system audio stream to the artificial intelligence module.

### Claim 15 (depends on 10)

The non-transitory, machine-readable medium of claim 10, wherein the operations comprise training the artificial intelligence module to detect a group of predetermined events.

### Claim 16 (depends on 15)

The non-transitory, machine-readable medium of claim 15, wherein the group of predetermined events comprises the predetermined event.

### Claim 17 (depends on 15)

The non-transitory, machine-readable medium of claim 15, wherein the detecting of the predetermined event comprises receiving, from the artificial intelligence module, an indication that the predetermined event has been detected.

### Claim 18

A method, comprising:
training, by a processing system including a processor, an artificial intelligence module to detect a group of predetermined events;
receiving, by the processing system, a gaming system audio stream during a video game, the gaming system audio stream comprising a plurality of audio streams including a chat audio stream produced by a plurality of players participating in the video game, a game audio stream and a microphone audio stream produced by one player of the plurality of players;
detecting, by the processing system, a predetermined event in the gaming system audio stream during the video game utilizing the artificial intelligence module, wherein the group of predetermined events comprises the predetermined event;
receiving, by the processing system, user-generated input associated with an audio spectrum of the gaming system audio stream;
modifying, by the processing system, selected frequencies of the audio spectrum of the gaming system audio stream based on the user-generated input, the selected frequencies selected to emphasize the predetermined event in the gaming system audio stream, producing an equalized audio stream; and
providing, by the processing system, the equalized audio stream to an audio device of the one player of the video game.

### Claim 19 (depends on 18)

The method of claim 18, wherein the user-generated input is associated with the predetermined event.

### Claim 20 (depends on 18)

The method of claim 18, wherein the user-generated input indicates a center frequency of a filter, wherein the filter is associated with a frequency range,
wherein the predetermined event is within the frequency range.
