IP Library Granted Patent US 9,694,282
Granted Patent B2
US 9,694,282 · App. 13/083,082 · Granted Jul 4, 2017

Importing audio to affect gameplay experience

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Quick Facts
Patent No.
US 9,694,282
App. No.
13/083,082
Granted
Jul 4, 2017
Kind
B2
Abstract

Techniques are described for altering the gameplay of a computer game based on imported audio content. Embodiments of the invention receive a selection of external audio content to import into a computer game. Embodiments import the selected audio content into the computer game. One or more acoustic characteristics of the imported audio content are then determined by analyzing the imported audio content. Embodiments of the invention then affect one or more graphical elements of the computer game, based on the determined one or more acoustic characteristics of the audio content.

Claims (62)

1. A method for incorporating external audio content into a computer game, comprising:

receiving a user-selection of the external audio content to import into the computer game, wherein the external audio content is separate from internal audio content of the computer game;

responsive to the received user-selection of external audio content, analyzing, by operation of one or more computer processors, the external audio content to determine one or more acoustic characteristics of the external audio content, wherein one of the one or more acoustic characteristics comprises a musical genre for the external audio content;

affecting one or more gameplay interactions between an avatar and a virtual character within the computer game, based on the determined musical genre of the external audio content, wherein the virtual character is assigned a first musical genre, and wherein the one or more gameplay interactions are affected in a manner that is determined based on a predefined relationship between the determined musical genre and the first musical genre;

outputting for display the affected one or more gameplay interactions;

creating modified audio content by modifying the external audio content in a predefined manner based on a current state of one or more virtual objects involved in the one or more gameplay interactions within the computer game; and

audibly outputting the modified audio content.

2. The method of claim 1 , wherein affecting the one or more gameplay interactions within the computer game comprises at least one of:

affecting an appearance of one or more graphical elements of the computer game, based on the determined musical genre of the external audio content;

affecting a behavior of one or more gameplay elements of the computer game, based on the determined musical genre of the external audio content; and

affecting a sound of one or more audio elements of the computer game, based on the determined one or more acoustic characteristics of the external audio content.

3. The method of claim 1 , wherein the one or more virtual objects include a virtual weapon, and wherein the one or more gameplay interactions within the computer game include a weapon effect of the virtual weapon, the one or more qameplay interactions further comprising:

affecting a behavior of the virtual weapon, based on the determined one or more acoustic characteristics of the external audio content.

4. The method of claim 3 , wherein the current state of a virtual object comprises a plurality of virtual modifications to the virtual weapon.

5. The method of claim 1 , wherein the one or more virtual objects include a virtual shield, and the one or more gameplay interactions further comprising:

affecting a behavior of the virtual shield, based on the determined musical genre of the external audio content.

6. The method of claim 5 , wherein the current state of a virtual object comprises a level of decay of the virtual shield.

7. The method of claim 1 , wherein the external audio content is imported into the computer game from at least one of an external music player device, a SmartPhone, a flash memory device, a CD-ROM, a DVD, or an audio recording device.

8. The method of claim 1 , wherein the one or more acoustic characteristics of the external audio content include a measurement of frequency distribution.

9. The method of claim 8 , wherein the measurement of frequency distribution is determined using at least one of Fast Fourier Transform and Time-Based Fast Fourier Transform.

10. The method of claim 1 , wherein the one or more acoustic characteristics of the external audio content include a measurement of tempo.

11. The method of claim 1 , further comprising:

importing the external audio content into the computer game, wherein the external audio content is converted from an external audio encoding format to an internal audio encoding format.

12. The method of claim 1 , wherein affecting the one or more gameplay interactions within the computer game further comprises:

affecting a performance of a virtual shield within a virtual world of the computer game, based on the determined musical genre of the external audio content.

13. The method of claim 12 , further comprising:

altering a playback of the external audio content within the computer game, based on a decay of the virtual shield.

14. The method of claim 1 , wherein affecting the one or more gameplay interactions within the computer game further comprises:

granting one or more powers to the avatar within a virtual world of the computer game, based on the determined musical genre of the external audio content.

15. The method of claim 1 , wherein affecting the one or more gameplay interactions within the computer game further comprises:

affecting a performance of a virtual weapon within a virtual world of the computer game, based on the determined musical genre of the external audio content.

16. The method of claim 15 , wherein the virtual weapon has improved performance against a virtual character associated with the first musical genre, and wherein the virtual weapon has impaired performance against a second virtual character associated with a second musical genre.

17. The method of claim 1 , further comprising:

affecting a visual appearance of the virtual character within a virtual world of the computer game, based on the determined musical genre.

18. A non-transitory computer-readable medium containing a program which, when executed, performs an operation for incorporating external audio content into a computer game, the operation comprising:

receiving a user-selection of the external audio content to import into the computer game, wherein the external audio content is separate from internal audio content of the computer game;

responsive to the received user-selection of the external audio content, analyzing, by operation of one or more computer processors, the external audio content to determine one or more acoustic characteristics of the external audio content, wherein one of the one or more acoustic characteristics comprises a musical genre for the external audio content;

affecting one or more gameplay interactions between an avatar and a virtual character within the computer game, based on the determined musical genre of the external audio content, wherein the virtual character is assigned a first musical genre, and wherein the one or more gameplay interactions are affected in a manner that is determined based on a predefined relationship between the determined musical genre and the first musical genre;

outputting for display the affected one or more gameplay interactions;

creating modified audio content by modifying the external audio content in a predefined manner based on a current state of one or more virtual objects involved in the one or more gameplay interactions within the computer game; and

audibly outputting the modified audio content.

19. The non-transitory computer-readable medium of claim 18 , wherein affecting the one or more gameplay interactions within the computer game comprises at least one of:

affecting an appearance of one or more graphical elements of the computer game, based on the determined musical genre of the external audio content;

affecting behavior of one or more gameplay elements of the computer game, based on the determined musical genre of the external audio content; and

affecting a sound of one or more audio elements of the computer game, based on the determined one or more acoustic characteristics of the external audio content.

20. The non-transitory computer-readable medium of claim 18 , wherein the one or more gameplay interactions within the computer game include a weapon effect of a virtual weapon in a virtual world of the computer game, and the operation further comprising:

affecting a behavior of the virtual weapon, based on the determined one or more acoustic characteristics of the external audio content.

21. The non-transitory computer-readable medium of claim 18 , wherein the one or more gameplay interactions within the computer game include a virtual shield in a virtual world of the computer game, and the operation further comprising:

affecting a behavior of the virtual shield, based on the determined one or more acoustic characteristics of the external audio content.

22. The non-transitory computer-readable medium of claim 18 , wherein the external audio content is imported into the computer game from at least one of an external music player device, a SmartPhone, a flash memory device, a CD-ROM, a DVD or an audio recording device.

23. The non-transitory computer-readable medium of claim 18 , wherein the one or more acoustic characteristics of the external audio content include a measurement of frequency distribution.

24. The non-transitory computer-readable medium of claim 23 , wherein the measurement of frequency distribution is determined using at least one of Fast Fourier Transform and Time-Based Fast Fourier Transform.

25. The non-transitory computer-readable medium of claim 18 , wherein the one or more acoustic characteristics of the external audio content include a measurement of tempo.

26. A system, comprising:

a processor; and

a memory containing a program that, when executed by the processor, performs an operation for incorporating external audio content into a computer game, comprising:

receiving a user-selection of the external audio content to import into the computer game, wherein the external audio content is separate from internal audio content of the computer game;

responsive to the user-selection of the external audio content, analyzing the external audio content to determine one or more acoustic characteristics of the external audio content, wherein one of the one or more acoustic characteristics comprises a musical genre for the external audio content;

affecting one or more gameplay interactions between an avatar and a virtual character within the computer game, based on the determined musical genre of the external audio content, wherein the virtual character is assigned a first musical genre, and wherein the one or more gameplay interactions are affected in a manner that is determined based on a predefined relationship between the determined musical genre and the first musical genre;

outputting for display the affected one or more gameplay interactions;

creating modified audio content by modifying the external audio content in a predefined manner based on a current state of one or more virtual objects involved in the one or more gameplay interactions within the computer game; and

audibly outputting the modified audio content.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 8, 2026
From: DISNEY ENTERPRISES, INC.
To: ADEIA MEDIA HOLDINGS INC.
Reel/Frame 075545/0695 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 8, 2011
From: CULLEN, GEOFF; HASSAN, SERKAN; ROCKETT, STEVE; ROONEY, CIARAN; TALBOT, ERASMUS
To: DISNEY ENTERPRISES, INC.
Reel/Frame 026101/0377 →