IP Library Granted Patent US 8,559,646
Granted Patent B2
US 8,559,646 · App. 11/956,946 · Granted Oct 15, 2013

Spatial audio teleconferencing

Inventor: William G. Gardner (Medford, MA)
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Quick Facts
Patent No.
US 8,559,646
App. No.
11/956,946
Granted
Oct 15, 2013
Kind
B2
Abstract

Embodiments of the present invention allow participants in a networked virtual world to converse naturally as in a real-life situation. Each participant can hear “nearby” participants localized according to their positions in the virtual world, desirably with reverberation and environmental audio effects derived from properties of the virtual world.

Claims (34)

1. A spatial sound conferencing server comprising:

an input processor for receiving audio and position and orientation information from at least one network client;

a conference processor for spatializing the audio according to the received position and orientation information;

an output interface for transmitting the spatialized audio to the at least one network client; and

a connection manager, in operative communication with the conference processor, for defining conferences associated with each client, the audio mix transmitted to a client corresponding to a conference associated with that client, wherein:

the input processor receives audio and position and orientation information from a plurality of network clients, the conference processor creating, for each client, a mix of audio from other clients spatialized according to the received position and orientation information;

the positional information is represented in a world model;

each client corresponds to a user;

for a first client, the associated conference comprises audio from other clients corresponding to users who are proximate to the first-client user in the world model; and

the conference processor comprises means for spatializing the audio by:

modeling a Doppler motion effect by delaying sound to the first client by a time proportional to a distance between the first-client user and a sound source as represented in the world model;

filtering to model object occlusion;

scaling by a gain inversely proportional to the distance between the listener and the sound source to model distance cues;

filtering by a pair of HRTFs to encode localization cues; and

summing the resulting stereo signal with stereo reverberation.

2. The conference server of claim 1 wherein the conference processor comprises a single spatializer per network client.

3. The conference server of claim 1 wherein the conference processor comprises a dedicated spatializer for each participant in each conference handled by the conference server.

4. The conference server of claim 1 comprising a plurality of blade servers, each blade server being dedicated to one or more conferences and comprising (i) a local world model containing position and orientation information received from participants in the one or more conferences; and (ii) a conference processor for spatializing the audio according to the local world model.

5. A method of spatializing sound, the method comprising the steps of:

receiving, on a server, audio and position and orientation information over a network from at least one network client;

spatializing the audio according to the received position and orientation information;

transmitting the spatialized audio to the at least one network client;

receiving audio and position and orientation information from a plurality of network clients and creating, for each client, a mix of audio from other clients spatialized according to the received position and orientation information; and

defining conferences associated with each client, the audio mix transmitted to a client corresponding to a conference associated with that client, wherein

positional information is represented in a world model;

each client corresponds to a user;

the positional information is represented in a world model;

for a first client, the associated conference comprises audio from other clients corresponding to users who are proximate to the first-client user in the world model; and

audio is spatialized by:

modeling a Doppler motion effect by delaying sound to the first client by a time proportional to a distance between the first-client user and a sound source as represented in the world model;

filtering to model object occlusion;

scaling by a gain inversely proportional to the distance between the listener and the sound source to model distance cues;

filtering by a pair of HRTFs to encode localization cues; and

summing the resulting stereo signal with stereo reverberation.

Continuity (2)
Provisional Application 60874808 · Dec 14, 2006
Related Publication 20080144794A1 · Jun 19, 2008