IP Library Patent Application 19059626
Patent Application
App. No. 19/059,626

Method and System for Surround Sound Processing in an Audio Device

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Quick Facts
Patent No.
US None
App. No.
19/059,626
Abstract

An audio headset may receive a plurality of audio signals corresponding to plurality of surround sound channels. The headset may determine, via its audio processing circuitry, context and/or content of the audio signals. The audio processing circuitry may process the audio signals to generate stereo signals carrying one or more virtual surround channels, wherein the processing comprises automatically controlling, based on the context and the content of the audio signals, a simulated acoustic environment of the virtual surround channels.

Claims (35)

1 - 18 . (canceled)

19 . A method, comprising:

in an audio device:

receiving a plurality of audio channels;

analyzing characteristics of the plurality of audio channels to determine an acoustic environment;

generating one or more virtual channels that simulate the acoustic environment; and

processing the plurality of audio channels according to the one or more virtual channels to generate stereo output signals.

20 . The method of claim 19 , wherein the type of audio comprises one of game audio, music audio and movie audio.

21 . The method of claim 19 , wherein when the type of audio is game audio, the acoustic environment is different than when the type of audio is music audio.

22 . The method of claim 19 , wherein when the type of audio is game audio, the acoustic environment is different than when the type of audio is movie audio.

23 . The method of claim 19 , wherein when the type of audio is movie audio, the acoustic environment is different than when the type of audio is music audio.

24 . The method of claim 19 , wherein when the type of the audio is music audio, side audio channels and rear audio channels, of the plurality of audio channels, are attenuated.

25 . The method of claim 19 , wherein when the type of the audio is game audio, the acoustic environment comprises a scenario in a game that is generating the game audio.

26 . The method of claim 19 , wherein when the type of the audio is game audio, the acoustic environment comprises a viewpoint of a player in a game that is generating the game audio.

27 . The method of claim 19 , wherein in a first acoustic environment, a listener perceives a source of one of the virtual channels as being closer, relative to a second acoustic environment.

28 . The method of claim 19 , wherein the virtual channels comprise a center channel.

29 . The method of claim 19 , wherein the method comprises:

detecting the type of audio, carried by the audio channels, according to a particular sound stored in the audio device.

30 . A system, comprising:

an audio device configured to:

receive a plurality of audio channels;

analyze characteristics of the plurality of audio channels to determine an acoustic environment;

generate one or more virtual channels that simulate the acoustic environment; and

process the plurality of audio channels according to the one or more virtual channels to generate stereo output signals.

31 . The system of claim 30 , wherein the type of audio comprises one of game audio, music audio and movie audio.

32 . The system of claim 30 , wherein when the type of audio is game audio, the audio device is configured to simulate a different acoustic environment than when the type of audio is music audio.

33 . The system of claim 30 , wherein when the type of audio is game audio, the audio device is configured to simulate a different acoustic environment than when the type of audio is movie audio.

34 . The system of claim 30 , wherein when the type of audio is movie audio, the audio device is configured to simulate a different acoustic environment than when the type of audio is music audio.

35 . The system of claim 30 , wherein when the type of the audio is music audio, the audio device is configured to attenuate side audio channels and rear audio channels, of the plurality of audio channels.

36 . The system of claim 30 , wherein when the type of the audio is game audio, the audio device is configured to simulate the acoustic environment according to a scenario in a game that is generating the game audio.

37 . The system of claim 30 , wherein when the type of the audio is game audio, the audio device is configured to simulate the acoustic environment from a viewpoint of a player in a game that is generating the game audio.

38 . The system of claim 30 , wherein the audio device is configured to simulate a first acoustic environment such that a listener perceives a source of one of the virtual channels as being closer, relative to a second acoustic environment.

39 . The system of claim 30 , wherein the virtual channels comprise a center channel.

40 . The system of claim 30 , wherein the audio device is configured to:

detect the type of audio, carried by the audio channels, according to a particular sound stored in the audio device.

Assignments (3)
RELEASE OF SECURITY INTEREST Recorded May 1, 2026
From: BANK OF AMERICA, N.A.
To: TURTLE BEACH CORPORATION; VOYETRA TURTLE BEACH, INC.; PERFORMANCE DESIGNED PRODUCTS LLC
Reel/Frame 075315/0067 →
SECURITY INTEREST Recorded Apr 30, 2026
From: VOYETRA TURTLE BEACH INC.
To: BANK OF AMERICA, N.A., AS AGENT
Reel/Frame 075311/0625 →
ASSIGNMENT OF SECURITY AGREEMENT Recorded Aug 4, 2025
From: TURTLE BEACH CORPORATION; VOYETRA TURTLE BEACH, INC.; PERFORMANCE DESIGNED PRODUCTS LLC
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 072338/0059 →