IP Library Granted Patent US 9,662,578
Granted Patent B2
US 9,662,578 · App. 12/233,370 · Granted May 30, 2017

Methods and apparatuses for recording and utilizing an audio signature within an application

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Quick Facts
Patent No.
US 9,662,578
App. No.
12/233,370
Granted
May 30, 2017
Kind
B2
Abstract

In one embodiment, the methods and apparatuses detect an application, detect a participant that is utilizing the application, detect a qualifying event, and transmit an audio signature associated with the participant to a recipient wherein the recipient utilizes the application.

Claims (37)

1. A method for controlling communication between gaming devices, by a server, during gaming sessions, comprising:

detecting, by the server, execution of a game application for a gaming session;

detecting, by the server, utilization of the game application by a plurality of participants, each participant having a profile and using a device that communicates with the server during the gaming session;

receiving, at the server, an input from a device of a participant during utilization of the game application, the input causing an action within the game application;

detecting, by the server, that the action within the game application is associated with a qualifying event, the qualifying event being associated with a profile of the participant;

identifying, by the server, a recipient from the plurality of participants based on the qualifying event; and

transmitting, by the server, an audio signature associated with the profile of the participant to a device of the recipient automatically in response to the detecting that the action within the game is associated with the qualifying event by the server, the audio signature configured to be played by the device of the recipient, the method being executed by a processor.

2. The method according to claim 1 wherein the game application is one of a video game, a computer game, or an interactive game.

3. The method according to claim 1 further comprising monitoring the game application, by the server using an event detection module, for the qualifying event.

4. The method according to claim 1 wherein the participant represents a character within the game application.

5. The method according to claim 1 further comprising matching a profile with the participant.

6. The method according to claim 5 wherein the profile further includes a reference to the audio signature.

7. The method according to claim 5 wherein the profile further includes a predetermined qualifying event such that when the qualifying event matches the predetermined qualifying event, the audio signature is transmitted to the recipient.

8. The method according to claim 1 wherein the action caused by the game application in response to input by the device of one of the participants that represents the qualifying event is rendered by the game application as one of scoring a goal, hitting a target, falling down, firing a fictional weapon, sending a message, requesting transmission of the audio signature, an action by one of the participants such as requesting the audio signature be played, communicating with other participants, discharging a pretend weapon, scoring a basket, scoring a touchdown, incapacitating another participant, or making contact with another participant within the video game.

9. The method according to claim 1 further comprising transmitting a message from the participant to the recipient along with the audio signature.

10. The method according to claim 9 wherein the message includes one of an audio communication, a video communication, a textual communication, or a graphical communication.

11. The method according to claim 1 further comprising integrating the audio signature with a message.

12. The method according to claim 11 where integrating further comprises inserting the audio signature within the message.

13. The method according to claim 11 where integrating further comprises inserting the audio signature before the message.

14. The method according to claim 11 where integrating further comprises inserting the audio signature after the message.

15. The method according to claim 1 , wherein the server further includes an event detection module, an audio detection module, or a storage module.

16. A method for controlling communication between gaming devices, by a server, during gaming sessions, comprising:

detecting, by the server, execution of a game application for a gaming session;

detecting, by the server, utilization of the game application by a plurality of participants, each participant having a profile and using a device that communicates with the server during the gaming session;

receiving, at the server, an input from a device of a participant during utilization of the game application, the input causing an action within the game application;

detecting, by the server, that the action within the game application is associated with a qualifying event, the qualifying event being associated with a profile of the participant;

identifying, by the server, a recipient from the plurality of participants based on the qualifying event, wherein each of the plurality of participants have a representative character being controlled in the game application during the gaming session, wherein the action produced by the application that is detected to be the qualifying event is related to an area within the game application, such that a representative character of one of the plurality of participants that is within a predetermined distance to the area is identified to be the recipient; and

transmitting, by the server, an audio signature associated with the profile of the participant to a device of the recipient automatically in response to the detecting that the action within the game is associated with the qualifying event by the server, the method being executed by a processor.

17. The method according to claim 16 , wherein the action caused by the game application in response to the input by the device of one of the participants that represents the qualifying event is rendered in the game application by one of,

scoring a goal, hitting a target, falling down, firing a fictional weapon, sending a message, requesting transmission of the audio signature, an action by one of the participants such as requesting the audio signature be played, communicating with other participants, discharging a pretend weapon, scoring a basket, scoring a touchdown, incapacitating another participant, or making contact with another participant within the game application.

18. The method according to claim 16 , wherein the game application is one of a video game, a computer game, or an interactive game.

19. The method according to claim 16 , further comprising monitoring the game application, by the server using an event detection module, for the qualifying event.

20. The method according to claim 16 , further comprising integrating the audio signature with a message.

21. The method according to claim 20 , where integrating further comprises inserting the audio signature within the message.

22. The method according to claim 20 , where integrating further comprises inserting the audio signature before the message.

23. The method according to claim 20 , where integrating further comprises inserting the audio signature after the message.

24. The method according to claim 16 , wherein the server further includes an event detection module, an audio detection module, or a storage module.

Assignments (2)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038626/0637 →