System and method for providing interactive audio in a...

H - Electricity – 04 – R

Patent

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H04R 5/02 (2006.01) H04R 5/04 (2006.01) H04S 3/00 (2006.01)

Patent

CA 2389311

DTS Interactive provides low cost fully interactive immersive digital surround sound environment suitable for 3D gaming and other high fidelity audio applications, which can be configured to maintain compatibility with the existing infrastructure of Digital Surround Sound decoders. The component audio is stored and mixed in a compressed and simplified format that reduces memory requirements and processor utilization and increases the number of components that can be mixed without degrading audio quality. Techniques are also provided for "looping" compressed audio, which is an important and standard feature in gaming applications that manipulate PCM audio. In addition, decoder sync is ensured by transmitting frames of "silence" whenever mixed audio is not present either due to processing latency or the gaming application. Image

Ce système interactif, du type DTS, permet d'obtenir à bon marché une ambiance pseudo-quadriphonique, totalement interactive, qui est conçue pour des jeux tridimensionnels et autres applications audio haute fidélité et peut être configurée pour que soit maintenue la compatibilité avec l'infrastructure existante de décodeurs de pseudo-quadriphonie numérique. Ce système consiste à conserver les composantes audio et à les mélanger dans un format comprimé et simplifié qui réduise les besoins en mémoire et l'utilisation d'un processeur et accroisse le nombre de composantes qui peuvent être mélangées sans dégradation de la qualité audio. L'invention concerne également des techniques de "bouclage" de données audio comprimées, lesquelles constituent une caractéristique importante et classique d'applications de jeux qui manipulent des composantes audio PCM. En outre, la synchronisation du décodeur est assurée par transmission de trames de "silence" lorsque les composantes audio mélangées ne sont pas présentes par suite, soit du temps de latence de traitement, soit de l'application de jeu.

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