A method, device, system, and software for a computer-implemented method for playback of game audio by use of representative audio objects at runtime
AssigneeDolby Laboratories Licensing Corporation
InventorsZiyu Yang, Zhiwei Shuang, Lie Lu, Yang Liu
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Abstract
A computer-implemented method for playback of game audio by use of representative audio objects at runtime, comprising frame-by-frame the steps of, identifying candidate game audio objects based on non-silent in-game audio emitters, calculating a perceptual importance of each of the candidate game objects based on associated metadata, and generating a pre-set number of representative gaming audio objects based on the perceptual importance for playback of the game audio scene at runtime.
Claims12
1-15. (canceled)
A computer-implemented method for creating information associated with game audio and representative audio objects in an offline stage for use in a game audio reproduction system, comprising the steps of,
- dividing individual game audio sounds based on frames of the game, calculating for each frame, an excitation of at least one frequency band for the individual game audio sound, and
- arranging the calculated excitations in a game audio matrix according to the number of frames and the at least one frequency band of the individual game audio sound.
A computer-implemented method for playback of game audio by use of representative audio objects at runtime, comprising frame-by-frame the steps of,
- identifying candidate game audio objects using non-silent in-game audio emitters, calculating a perceptual importance of each of the candidate game objects using associated metadata in context of the game audio scene, and
- generating a pre-set number of representative gaming audio objects using the perceptual importance for playback of the game audio scene at runtime.
Dependencies are inferred from the claim text.