IP Library Granted Patent US 12,427,413
Granted Patent B2
US 12,427,413 · App. 18/520,717 · Granted Sep 30, 2025

Automatic in-game subtitles and closed captions

Inventors: Wei Liang (Markham, CA); Ilia Blank (Markham, CA); Patrick Fok (Markham, CA); Le Zhang (Markham, CA); Michael Schmit (Santa Clara, CA)
Assignees: ATI Technologies ULC; Advanced Micro Devices, Inc.
A63F13/53A63F13/424A63F13/87G10L15/26G10L17/06G10L17/26A63F2300/303A63F2300/572
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Quick Facts
Patent No.
US 12,427,413
App. No.
18/520,717
Granted
Sep 30, 2025
Kind
B2
Abstract

An approach is provided for a gaming overlay application to provide automatic in-game subtitles and/or closed captions for video game applications. The overlay application accesses an audio stream and a video stream generated by an executing game application. The overlay application processes the audio stream through a text conversion engine to generate at least one subtitle. The overlay application determines a display position to associate with the at least one subtitle. The overlay application generates a subtitle overlay comprising the at least one subtitle located at the associated display position. The overlay application causes a portion of the video stream to be displayed with the subtitle overlay.

Claims (42)

1. A method comprising:

accessing a multichannel or positional audio stream and a video stream generated by one or more executing applications;

generating, at a text conversion engine circuitry, at least one subtitle based on the multichannel or positional audio stream;

analyzing the multichannel or positional audio stream to identify a speaker associated with the at least one subtitle;

locating an object associated with the speaker by triangulation from the multichannel or positional audio stream;

determining a display position proximate to the object associated with the speaker;

generating a subtitle overlay comprising the at least one subtitle located at the display position; and

causing a portion of the video stream to be displayed with the subtitle overlay.

2. The method of claim 1 , further comprising loading the multichannel or positional audio stream into size limited buffers for real-time or near real-time processing.

3. The method of claim 1 , wherein determining the display position includes analyzing the video stream for exclusion areas that contain user interface elements of the one or more executing applications.

4. The method of claim 1 , wherein the speaker is an in-game speaker.

5. The method of claim 1 , wherein analyzing the multichannel or positional audio stream to identify the speaker includes matching at least one trait of the speaker to an associated classification in a voice profile database.

6. The method of claim 5 , wherein the at least one trait comprises age, gender, and dialect.

7. The method of claim 1 , wherein determining the display position includes processing the video stream with computer vision to identify the speaker.

8. The method of claim 1 , wherein the object is an in-game object.

9. The method of claim 1 , wherein generating the subtitle overlay includes configuring one or more visual characteristics of the at least one subtitle.

10. The method of claim 9 , wherein the one or more visual characteristics include at least one of: font attribute, font color, font size, and speech bubble type.

11. The method of claim 9 , wherein the one or more visual characteristics are determined based on at least one of: stored user preferences, readability when the video stream is displayed with the subtitle overlay, and speaker sentiment analyzed from the multichannel or positional audio stream.

12. The method of claim 1 , wherein the one or more executing applications is a multiplayer game, and wherein the multichannel or positional audio stream includes voice chat from participants in the multiplayer game.

13. The method of claim 1 , wherein determining the display position includes accessing stored user preferences for subtitle positioning.

14. A system comprising:

one or more processors configured to:

access a multichannel or positional audio stream and a video stream generated by one or more executing applications;

process the multichannel or positional audio stream through a text conversion engine to generate at least one subtitle;

analyze the multichannel or positional audio stream to identify a speaker associated with the at least one subtitle;

locate an object associated with the speaker by triangulation from the multichannel or positional audio stream;

determine a display position proximate to the object associated with the speaker;

generate a subtitle overlay comprising the at least one subtitle located at the display position; and

cause a portion of the video stream to be displayed with the subtitle overlay.

15. The system of claim 14 , wherein the one or more processors are configured to load the multichannel or positional audio stream into size limited buffers for real-time or near real-time processing.

16. The system of claim 14 , wherein the speaker is an in-game speaker.

17. The system of claim 14 , wherein the object is an in-game object.

18. One or more non-transitory computer readable media comprising instructions executable by one or more processors, which cause the one or more processors to:

access a multichannel or positional audio stream and a video stream generated by one or more executing applications;

process the multichannel or positional audio stream through a text conversion engine to generate at least one subtitle;

analyze the multichannel or positional audio stream to identify a speaker associated with the at least one subtitle;

locate an object associated with the speaker by triangulation from the multichannel or positional audio stream;

determine a display position proximate to the object associated with the speaker;

generate a subtitle overlay comprising the at least one subtitle located at the display position; and

cause a portion of the video stream to be displayed with the subtitle overlay.

19. The one or more non-transitory computer readable media of claim 18 , wherein the instructions, when executed by the one or more processors, further cause loading the multichannel or positional audio stream into size limited buffers for real-time or near real-time processing.

20. The one or more non-transitory computer readable media of claim 18 , wherein the speaker is an in-game speaker.

Continuity (2)
Continuation 17561477 · Dec 23, 2021
Related Publication 20240091640A1 · Mar 21, 2024
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