IP Library › Granted Patent US 12,251,634
Granted Patent B2
US 12,251,634 · App. 18/309,431 · Granted Mar 18, 2025

Systems and methods for dynamic modification of audio playback with user feedback

Inventors: Michael Taylor (San Mateo, CA); Glenn Black (San Mateo, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/54A63F13/60A63F13/67A63F2300/6009A63F2300/6081
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Quick Facts
Patent No.
US 12,251,634
App. No.
18/309,431
Granted
Mar 18, 2025
Kind
B2
Abstract

A method for dynamically modifying audio playback of a video game is provided. The method includes ascertaining game music data associated with the video game. The game music data may include a plurality of game soundtracks classified according to predetermined criteria. The method may include collecting feedback while the user is playing the video game, the feedback including data associated with the user's performance; an express user action; an evaluation of game results; the user's emotional state; and a user input. The method may continue with determining one or more replacement soundtracks based on criteria associated with the one or more replacement soundtracks. The method may further include dynamically modifying the game music data while the user is playing the video game by replacing at least one of the plurality of game soundtracks with the one or more replacement soundtracks to obtain modified game music data.

Claims (49)

1. A system for dynamically modifying audio playback of a video game, the system comprising:

a processor configured to:

while a user is playing a video game:

ascertain game music data associated with the video game;

collect feedback over a period of time while the user is playing the video game, the feedback including at least one of the following: data associated with a performance of the user in the video game; an express action of the user; an evaluation of game results; an emotional state of the user; and an input of the user; and

based on the feedback, dynamically modify the game music data.

2. The system of claim 1 , wherein the input includes at least one of: a tactile input, an audio input, a video input, and a biometric input.

3. The system of claim 1 , wherein the emotional state of the user includes one or more of the following: a biometrical response, a facial expression, a facial motion, and a stress level.

4. The system of claim 1 , wherein the express action includes one or more of the following: pressing a “like” button, pressing a “thumbs up” button, pressing a “thumbs down” button, enabling a pop-up, the pop-up showing at least a title of a song provided to the user in the modified game music data, and disabling the pop-up.

5. The system of claim 1 , the processor being further configured to:

access a music source, the music source including one or more replacement soundtracks;

determine audio parameters for each of the one or more replacement soundtracks;

classify the one or more replacement soundtracks based on audio parameters; and

index the one or more replacement soundtracks based on the classifying to provide replacement soundtrack indexes, wherein the replacement soundtrack indexes are used to match a classification of the one or more replacement soundtracks with a classification of a plurality of game soundtracks.

6. The system of claim 5 , wherein the classification of each of the plurality of game soundtracks and the classification of the one or more replacement soundtracks is determined by a machine-learning system; and

wherein the machine-learning system is trained based on historical user data stored in a historical data database.

7. The system of claim 1 , wherein the video game comprises a computer game, a console game, an online game, a network game, a mobile device game, a multiplayer game, or a virtual reality game.

8. A computer-implemented method for dynamically modifying audio playback of a video game, the computer-implemented method comprising:

providing a processor, the processor configured to:

while a user is playing a video game:

ascertain game music data associated with the video game;

collect feedback, the feedback including at least one of the following: data associated with a performance of the user in the video game; an express action of the user; an evaluation of game results; an emotional state of the user; and an input of the user;

based on the feedback, determine one or more replacement soundtracks; and

dynamically modify the game music data.

9. The computer-implemented method of claim 8 , further comprising storing the feedback in a historical data database, the historical data database storing a plurality of feedbacks associated with a plurality of users collected while each of the plurality of users is playing the video game.

10. The computer-implemented method of claim 8 , wherein the input includes at least one of: a tactile input, an audio input, a video input, and a biometric input.

11. The computer-implemented method of claim 8 , wherein the emotional state of the user includes one or more of the following: a biometrical response, a facial expression, a facial motion, and a stress level.

12. The computer-implemented method of claim 8 , wherein the express action includes one or more of the following: pressing a “like” button, pressing a “thumbs up” button, pressing a “thumbs down” button, enabling a pop-up, the pop-up showing at least a title of a song provided to the user in the modified game music data, and disabling the pop-up.

13. The computer-implemented method of claim 8 , further comprising:

searching in a historical data database for one or more users having parameters similar to parameters of the user;

selecting one or more game soundtracks recommended or preferred by the one or more users; and

wherein the dynamically modifying of the game music data further includes replacing at least one of a plurality of game soundtracks with the one or more game soundtracks recommended or preferred by the one or more users.

14. The computer-implemented method of claim 8 , further comprising:

accessing a music source, the music source including the one or more replacement soundtracks;

determining audio parameters for each of the one or more replacement soundtracks;

classifying the one or more replacement soundtracks based on the audio parameters; and

indexing the one or more replacement soundtracks based on the classifying to provide replacement soundtrack indexes, wherein the replacement soundtrack indexes are used to match a classification of the one or more replacement soundtracks with a classification of a plurality of game soundtracks.

15. The computer-implemented method of claim 14 , wherein the classification of each of the plurality of game soundtracks and the classification of the one or more replacement soundtracks is determined by a machine-learning system; and

wherein the machine-learning system is trained based on historical user data stored in a historical data database.

16. The computer-implemented method of claim 14 , wherein the audio parameters include at least one of: a beats-per-minute value, a tonality value, a pitch value, a timbre value, a harmonics value, a loudness value, a rhythm value, a sound envelope, a music genre, a release date, and an emotional classification.

17. The computer-implemented method of claim 8 , further comprising identifying sound triggers based on a gameplay of the video game, actions of the user in the video game, or actions of further users in the video game, wherein replacement of at least one of a plurality of game soundtracks with the one or more replacement soundtracks is performed at times associated with the sound triggers.

18. The computer-implemented method of claim 15 , wherein the classification of the one or more replacement soundtracks includes an emotional classification, the emotional classification being determined based on one or more of: the audio parameters, the game music data, gameplay, game content, language associated with gameplay, and the sound triggers.

19. The computer-implemented method of claim 8 , further comprising temporarily displaying, within the video game, an identifier of the one or more replacement soundtracks used to replace at least one of a plurality of game soundtracks.

20. A non-transitory processor-readable medium having instructions stored thereon, which when executed by one or more processors, cause the one or more processors to implement a method for dynamically modifying audio playback of a video game, the method comprising:

while a user is playing a video game:

ascertaining game music data associated with a video game;

collecting feedback, the feedback including at least one of the following: data associated with a performance of the user in the video game; an express action of the user; an evaluation of game results; an emotional state of the user; and an input of the user;

based on the feedback, determining one or more replacement soundtracks; and

dynamically modifying the game music data.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 10, 2023
From: TAYLOR, MICHAEL; BLACK, GLENN
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 063606/0377 →
Continuity (3)
Continuation 17145216 · Jan 8, 2021
Continuation 15710733 · Sep 20, 2017
Related Publication 20230264104A1 · Aug 24, 2023
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Cited By (1)
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