IP Library Granted Patent US 7,818,077
Granted Patent B2
US 7,818,077 · App. 10/840,196 · Granted Oct 19, 2010

Encoding spatial data in a multi-channel sound file for an object in a virtual environment

Assignee: Valve Corporation
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 7,818,077
App. No.
10/840,196
Granted
Oct 19, 2010
Kind
B2
Abstract

A method for recording and playing back spatial sound data associated with an object in a scene of a virtual environment from the perspective of a character controlled by a user. Different types of spatial sound data can be encoded for different types of objects, e.g., fast moving, directional, slow moving and stationary objects. Based on at least the position, distance, and direction of the object in regard to the character, at least two channels of an audio file can be recorded with spatial sound data for subsequent playback in the virtual environment.

Claims (35)

1. A method for providing spatial sound data associated with a fast moving object in a scene for a virtual environment, comprising:

determining if the object is currently moving fast through the scene based on at least one of position, distance and direction for the object in regard to a point of view in the scene;

providing pre-recorded spatial sound data in at least two channels of a single audio file associated with the determined object moving fast through the scene, wherein the pre-recorded spatial sound data includes at least spatial approaching sound data recorded in a first channel of the audio file and spatial retreating sound data recorded in a second channel of the audio file; and

consecutively playing the pre-recorded spatial sound data for each of the at least two channels of the audio file associated with the object as it moves past the point of view in the scene, wherein the consecutive playing of the pre-recorded spatial sound data simulates approaching and retreating sound associated with the object moving past the point of view in the scene.

2. The method of claim 1 , wherein the point of view is at least one of a character in the scene, a third person perspective, and another character in the scene.

3. The method of claim 1 , further comprising determining a type of the object based at least in part on the point of view in the scene.

4. The method of claim 1 , wherein the spatial approaching sound data is played in one sound amplification device and the spatial retreating sound data is played in another sound amplification device.

5. The method of claim 1 , further comprising cross fading at least two channels of the audio file.

6. The method of claim 1 , wherein the audio file further includes a format of at least one of Windows Audio Video (WAV), Audio Interchange File Format (AIFF), MPEG (MPX), Sun Audio (AU), Real Networks (RN), Musical Instrument Digital Interface (MIDI), QuickTime Movie (QTM), and AC3.

7. The method of claim 1 , wherein the virtual environment is at least one of a video game, chat room, and a virtual world.

8. The method of claim 1 , wherein playing the pre-recorded spatial sound data comprises switching from playing the first channel of the audio file to playing the second channel of the audio file when the object passes from a forward position to a rearward position, or from a rearward position to a forward position, relative to the point of view.

9. A method for playing spatial sound data associated with a fast moving object in a scene for a virtual environment, comprising:

determining if the object is currently moving fast through the scene based on at least one of position, distance and direction for the object in regard to a point of view in the scene;

providing pre-recorded spatial sound data in at least two channels of a single audio file associated with the determined object moving fast through the scene, wherein the pre-recorded spatial sound data includes spatial approaching sound data recorded in a first channel of the audio file and spatial retreating sound data recorded in a second channel of the audio file; and

consecutively playing the pre-recorded spatial sound data for each of the at least two channels of the audio file associated with the object as it moves past the point of view in the scene, wherein the consecutive playing of the pre-recorded spatial sound data is based at least in part on distance, position and direction of the object in regard to the point of view in the scene, and wherein the playing of the pre-recorded spatial sound data enables the simulation of approaching and retreating sound associated with the object moving past the point of view in the scene.

10. The method of claim 9 , wherein playing the pre-recorded spatial sound data comprises switching from playing the first channel of the audio file to playing the second channel of the audio file when the object passes from a forward position to a rearward position, or from a rearward position to a forward position, relative to the point of view.

11. A server for enabling the playing of spatial sound data associated with a fast moving object in a scene in a virtual environment, comprising:

a memory for storing data; and

an audio engine for performing actions, including:

enabling the determining if the object is currently moving fast through the scene based on at least one of position, distance and direction for the object in regard to at least a point of view in the scene and a type of the object;

enabling the providing of pre-recorded spatial sound data in at least two channels of a single audio file associated with the determined object moving fast through the scene, wherein the pre-recorded spatial sound data includes at least spatial approaching sound data recorded in a first channel of the audio file and spatial retreating sound data recorded in a second channel of the audio file; and

enabling the consecutive playing of the pre-recorded spatial sound data for each of the at least two channels of the audio file associated with the object, wherein the consecutive playing of the pre-recorded spatial sound data simulates approaching and retreating sound associated with the object moving past the point of view in the scene.

12. The server of claim 11 , wherein the actions performed by the audio engine further comprise switching from playing the first channel of the audio file to playing the second channel of the audio file when the object passes from a forward position to a rearward position, or from a rearward position to a forward position, relative to the point of view.

13. A client for enabling the playing of spatial sound data associated with a fast moving object in a scene in a virtual environment, comprising:

a memory for storing data; and

an audio engine for performing actions, including:

enabling determining if the object is currently moving fast through the scene based on at least one of position, distance and direction for the object in regard to at least a point of view in the scene and a type of the object;

enabling the providing of pre-recorded spatial sound data in at least two channels of a single audio file associated with the determined object moving fast through the scene, wherein the pre-recorded spatial sound data includes at least spatial approaching sound data recorded in a first channel of the audio file and spatial retreating sound data recorded in a second channel of the audio file; and

enabling the consecutive playing of the pre-recorded spatial sound data for each of the at least two channels of the audio file associated with the object, wherein the consecutive playing of the pre-recorded spatial sound data simulates approaching and retreating sound associated with the object moving past the point of view in the scene.

14. The client of claim 13 , wherein the actions performed by the audio engine further comprise switching from playing the first channel of the audio file to playing the second channel of the audio file when the object passes from a forward position to a rearward position, or from a rearward position to a forward position, relative to the point of view.

15. A computer readable storage medium with instructions for performing actions stored thereon, the instructions comprising:

determining if the object is currently moving fast through the scene based on at least one of position, distance and direction for the object in regard to a point of view in the scene;

providing pre-recorded spatial sound data in at least two channels of a single audio file associated with the determined object moving fast through the scene, wherein the pre-recorded spatial sound data includes at least spatial approaching sound data recorded in a first channel of the audio file and spatial retreating sound data recorded in a second channel of the audio file; and

consecutively playing the pre-recorded spatial sound data for each of the at least two channels of the audio file associated with the object as it moves past the point of view in the scene, wherein the consecutive playing of the pre-recorded spatial sound data simulates approaching and retreating sound associated with the object moving past the point of view in the scene.

16. The computer readable storage medium of claim 15 , wherein the instructions further comprise switching from playing the first channel of the audio file to playing the second channel of the audio file when the object passes from a forward position to a rearward position, or from a rearward position to a forward position, relative to the point of view.

Assignments (3)
ASSIGNEE ADDRESS CHANGE Recorded Aug 27, 2010
From: VALVE CORPORATION
To: VALVE CORPORATION
Reel/Frame 024902/0221 →
ASSIGNEE ADDRESS CHANGE Recorded Aug 26, 2010
From: VALVE CORPORATION
To: VALVE CORPORATION
Reel/Frame 024895/0868 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 13, 2004
From: BAILEY, KELLY D.
To: VALVE CORPORATION
Reel/Frame 015244/0954 →
Continuity (1)
Related Publication 20050249367A1 · Nov 10, 2005