US20070168359A1 - Method and system for proximity based voice chat - Google Patents

Method and system for proximity based voice chat Download PDF

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Publication number
US20070168359A1
US20070168359A1 US11/686,291 US68629107A US2007168359A1 US 20070168359 A1 US20070168359 A1 US 20070168359A1 US 68629107 A US68629107 A US 68629107A US 2007168359 A1 US2007168359 A1 US 2007168359A1
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Prior art keywords
audio data
characters
character
accordance
server
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US11/686,291
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Mark Jacob
Masayuki Chatani
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Sony Interactive Entertainment America LLC
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Sony Computer Entertainment America LLC
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Priority to US11/686,291 priority Critical patent/US20070168359A1/en
Assigned to SONY COMPUTER ENTERTAINMENT AMERICA INC. reassignment SONY COMPUTER ENTERTAINMENT AMERICA INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: JACOB, MARK LESTER, CHATANI, MASAYUKI
Publication of US20070168359A1 publication Critical patent/US20070168359A1/en
Assigned to SONY COMPUTER ENTERTAINMENT AMERICA LLC reassignment SONY COMPUTER ENTERTAINMENT AMERICA LLC MERGER (SEE DOCUMENT FOR DETAILS). Assignors: SONY COMPUTER ENTERTAINMENT AMERICA INC.
Assigned to SONY INTERACTIVE ENTERTAINMENT AMERICA LLC reassignment SONY INTERACTIVE ENTERTAINMENT AMERICA LLC CHANGE OF NAME (SEE DOCUMENT FOR DETAILS). Assignors: SONY COMPUTER ENTERTAINMENT AMERICA LLC
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    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS OR SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING; SPEECH OR AUDIO CODING OR DECODING
    • G10L13/00Speech synthesis; Text to speech systems
    • G10L13/02Methods for producing synthetic speech; Speech synthesisers
    • G10L13/033Voice editing, e.g. manipulating the voice of the synthesiser
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS OR SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING; SPEECH OR AUDIO CODING OR DECODING
    • G10L15/00Speech recognition
    • G10L15/22Procedures used during a speech recognition process, e.g. man-machine dialogue
    • G10L2015/226Procedures used during a speech recognition process, e.g. man-machine dialogue using non-speech characteristics
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS OR SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING; SPEECH OR AUDIO CODING OR DECODING
    • G10L21/00Processing of the speech or voice signal to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
    • G10L21/003Changing voice quality, e.g. pitch or formants
    • G10L21/007Changing voice quality, e.g. pitch or formants characterised by the process used
    • G10L21/013Adapting to target pitch
    • G10L2021/0135Voice conversion or morphing

Definitions

  • the present invention relates generally to computer networks, and more specifically, to a system for transforming data transmitted over a network through characteristics specified by a user.
  • the basic functions of a computer network are to transmit, exchange or store data transmitted among computers coupled to the network.
  • Most network implementations use a computer network simply as a point-to-point system to route and channel information among the networked computers.
  • Some processes, such as compression or encryption techniques that speed transmission rates or enhance transmission security may be implemented on the transmitted data.
  • relatively little processing is performed on most data once it is transmitted from the sending terminal.
  • Data is typically processed at the sending terminal and transmitted to the receiving terminal in its processed form. Standard network transmission systems therefore do not provide flexibility or opportunity for a receiver or third party to transform or process the data according to the receiving party's needs.
  • Present communication systems also typically do not provide effective mechanisms in which the relative location of various users is reflected in the audio output of characters representing the users in a networked game or other application.
  • One embodiment provides a method for use in processing audio, comprising: receiving audio data associated with each of two or more characters in a virtual world; for each of the characters, determining a proximity of the other characters in the virtual world; for each of the characters, altering the received audio data based on the determined proximity of another one of the characters; and for each of the characters, providing the altered audio data to a client associated with the other character for which the audio data was altered.
  • Another embodiment provides a method for use in processing audio, comprising: receiving audio data from each of a plurality of client computers coupled to an interactive network, wherein each client computer is associated with a character represented in a program executed on each computer; determining a relative location of the characters in an environment defined by the program; altering characteristics of the audio data received from each of the client computers based upon the determined relative locations of the characters in the environment defined by the program; and providing the altered audio data received from each of the client computers to another one of the client computers corresponding to the character for which the audio data was altered.
  • Another embodiment provides a system for use in processing audio, comprising: a server that is configured to: receive audio data associated with each of two or more characters in a virtual world; for each of the characters, determine a proximity of the other characters in the virtual world; for each of the characters, alter the received audio data based on the determined proximity of another one of the characters; and for each of the characters, provide the altered audio data to a client associated with the other character for which the audio data was altered.
  • FIG. 1 illustrates a block diagram of a computer network system that implements embodiments of the present invention
  • FIG. 2 illustrates a block diagram of a network that includes a content data conversion process for text data, according to an embodiment of the present invention
  • FIG. 3 illustrates a block diagram of a network that includes a content data conversion process for voice data, according to an embodiment of the present invention
  • FIG. 4 is a flow diagram illustrating the processing of data through the voice conversion process illustrated in FIG. 3 , according to one embodiment of the present invention
  • FIG. 5 illustrates a character profile setup input screen displayed in a graphical user interface system, according to one embodiment of the present invention
  • FIG. 6 illustrates a networked game environment in which user game consoles communicate over a network, according to one embodiment of the present invention
  • FIG. 7 illustrates a networked game environment in which user game consoles communicate over a network, according to an alternative embodiment of the present invention
  • FIG. 8 is a flow diagram illustrating a method for use in processing audio in accordance with an embodiment of the present invention.
  • FIG. 9 is a schematic diagram illustrating locations of characters in a virtual world for illustrating an example application of the method shown in FIG. 8 in accordance with an embodiment of the present invention.
  • server and client computer systems transmit and receive data over a computer network or standard telephone line.
  • the steps of accessing, downloading, and manipulating the data, as well as other aspects of the present invention are implemented by central processing units (CPU) in the server and client computers executing sequences of instructions stored in a memory.
  • the memory may be a random access memory (RAM), read-only memory (ROM), a persistent store, such as a mass storage device, or any combination of these devices. Execution of the sequences of instructions causes the CPU to perform steps according to embodiments of the present invention.
  • the instructions may be loaded into the memory of the server or client computers from a storage device or from one or more other computer systems over a network connection.
  • a client computer may transmit a sequence of instructions to the server computer in response to a message transmitted to the client over a network by the server.
  • the server receives the instructions over the network connection, it stores the instructions in memory.
  • the server may store the instructions for later execution, or it may execute the instructions as they arrive over the network connection.
  • the downloaded instructions may be directly supported by the CPU.
  • the instructions may not be directly executable by the CPU, and may instead be executed by an interpreter that interprets the instructions.
  • hardwired circuitry may be used in place of, or in combination with, software instructions to implement the present invention.
  • the present invention is not limited to any specific combination of hardware circuitry and software, nor to any particular source for the instructions executed by the server or client computers.
  • FIG. 1 is a block diagram of a computer network system that can be used to implement a data transmission and conversion, according to one embodiment of the present invention.
  • the system 100 of FIG. 1 enables the transmission and conversion of content data.
  • content data in the context of the specification and claims shall be understood to refer to any type of downloadable data, which may consist of any one of text data, video linear streaming data, such as motion picture data in MPEG or MPEG2 format; linear audio streaming data, such as music data in MP3 format; binary program data; voice data; or any combination of such data or similar data.
  • content data does not include services or data that are used solely to provide access to a network, such as browser software or protocol handlers whose main function is only to establish a network connection.
  • FIG. 1 illustrates a computer network system 100 that implements one or more embodiments of the present invention.
  • a network server computer 104 is coupled, directly or indirectly, to one or more network client computers 102 through a network 110 .
  • the network interface between server computer 104 and client computer 102 may also include one or more routers. The routers serve to buffer and route the data transmitted between the server and client computers.
  • Network 110 may be the Internet, a Wide Area Network (WAN), a Local Area Network (LAN), intranet, extranet, wireless network, or any combination thereof.
  • WAN Wide Area Network
  • LAN Local Area Network
  • the server computer 104 is a World-Wide Web (WWW) server that stores data in the form of ‘web pages’ and transmits these pages as Hypertext Markup Language (HTML) files over the Internet network 110 to one or more of the client computers 102 .
  • WWW World-Wide Web
  • HTML Hypertext Markup Language
  • the client computer 102 runs a “web browser” program 114 to access the web pages served by server computer 104 .
  • Additional web based content can be provided to client computer 102 by separate content providers, such as supplemental server 103 .
  • server 104 in network system 100 includes a download service management process 112 that is configured to handle download requests from a user. Access to the server 104 , which may comprise one of several servers, is facilitated typically through a router on network 110 which directs requests to the download management server. When the server 104 receives requests from a user, the server executes a download of requested content from a contents database that is stored internally or externally to the server. Along with processing requests for downloading of content data, the server 104 may also retrieve the requesting user's customer data from a customer database and attach it to the requested primary contents or use it to modify content or transmission parameters for particular users. This data is then transmitted via the network 110 by means of a known networking protocol standard, such as the file transfer protocol (ftp).
  • ftp file transfer protocol
  • network server 104 also executes a web server process 116 to provide HTML documents to client computers coupled to network 110 .
  • client computer 102 runs a web client process (typically a web browser) 114 that accesses and provides links to web pages available on server 104 and other Internet server sites.
  • a network system 100 that implements embodiments of the present invention may include a larger number of interconnected client and server computers than shown in FIG. 1 .
  • the network 110 is normally a bi-directional digital communications network that connects the user's terminal hardware with the download management server provided on the server side of the system.
  • a CATV (cable television) bi-directional network ISDN (Integrated Services Digital Network), DSL (Digital Subscriber Line), or xDSL high-speed networks are examples of existing network infrastructures enabling the necessary network connections for implementing embodiments of the present invention.
  • the client computer of system 100 may comprise a personal computer that includes a modem or network adapter, or it may comprise a networked game console (entertainment system) that utilizes a detachable storage medium therein, and a TV monitor or any other suitable display device connected to the game console.
  • the modem or network adapter is a device that is used to connect the client's terminal hardware, e.g., a game console, for connection to the network 110 .
  • network 110 is a CATV network
  • the modem may be implemented as a cable modem device
  • network 110 is an ISDN network
  • the modem may be implemented as a terminal adapter.
  • the server can supply digital content such as voice data, music clips, full-length audio and video programs, movies, still picture data, and other similar types of content.
  • digital content such as voice data, music clips, full-length audio and video programs, movies, still picture data, and other similar types of content.
  • the content might further comprise promotional or advertising data associated with the primary content, such as movie previews, demo games, sample data, and other similar types of content.
  • network system 100 includes a conversion system that transforms or processes the data transmitted from the server to the client to improve the user interface and quality of entertainment.
  • the conversion system can be used in various IP telephony, network chat, video game, or 3D virtual chat applications, among others.
  • FIG. 2 illustrates a block diagram of a network that includes a content conversion process, according to one embodiment of the present invention.
  • the data transmitted from the server comprises text data 201 generated by a server computer and transmitted to a client computer over a network 210 .
  • the text data is output converted into voice output through a digital-to-analog (D/A) converter 208 coupled to the client computer.
  • the conversion system 202 includes a conversion process 204 and a receiver preference database 206 .
  • the conversion system 202 is resident within the client computer.
  • the conversion system 202 can be included within a separate computer coupled to the network and the client computer.
  • the conversion process 204 includes circuits or processes that convert the input text data to output data, as well as processes that modify or transform the characteristics of the text data.
  • the conversion process can be used to control various characteristics such as, tone, accents, intonation, and effects, such as echo, reverberation, and so on.
  • the conversion process can control characteristics such as language, dialect, expression, and so on.
  • the conversion process 204 may include a translator that translates speech in one language to another language.
  • the conversion process can also include processes that mimic the voice characteristics of well-known characters or personalities.
  • FIG. 3 illustrates a block diagram of a network that includes a content conversion process for content data that comprises voice data, according to one embodiment of the present invention.
  • the data transmitted from the server comprises voice data generated by a server computer and transmitted to a client computer over a network 310 .
  • the voice data 302 is first input through an analog-to-digital (A/D) converter 302 for conversion into digital form.
  • A/D analog-to-digital
  • the voice packets can be addressed in one of several ways, including Unicast, Multicast, or broadcast format.
  • the voice data includes data that is first input into the server computer
  • the data can be digitized prior to input to the server computer.
  • a microphone or other input means may include an A/D converter to convert the voice data to digital form prior to input to the server computer.
  • the digitized voice data is then transmitted over network 310 for further processing by voice conversion means 312 .
  • the voice of the transmitted data can be changed and sent to other assigned user(s) over the network using a protocol such as Voice over IP (VoIP).
  • VoIP Voice over IP
  • the voice can be changed based on various factors such as virtual character talk parameters, or user provided preferences.
  • the digitized voice data is transformed into output voice data at the client computer through digital-to-analog (D/A) converter 304 .
  • the digitized voice data output from AID converter 302 is processed through conversion system 312 .
  • the conversion system 312 includes a voice conversion process 314 and a conversion rules database 316 .
  • the digitized voice data can be converted to analog form after output from the client computer through an external D/A converter.
  • Such a D/A converter may be incorporated into speaker, headphone, or other sound output systems that receive digital audio output from the client computer.
  • the voice conversion process 314 comprises processes that alter or modify the digitized voice data output from A/D converter 302 in the server computer into converted voice data to be output from D/A converter 304 on the client computer.
  • FIG. 4 illustrates the basic flow of data through the voice conversion process illustrated in FIG. 3 , according to one embodiment of the present invention.
  • audio data 402 represents the digitized voice data that is output from A/D converter after input into the server computer through an input device, such as a microphone.
  • the digitized audio data 402 is converted into text data 404 through a voice recognition process that converts digitized audio data to equivalent digital text data.
  • the text data 404 is then processed by a text conversion process 414 to produce converted text data 406 .
  • This converted text data 406 is then processed through a voice synthesis process 416 to produce audio data 408 .
  • the audio data 408 comprises digital audio data that is input to D/A converter 304 for conversion to analog voice to be output through speakers on the client computer.
  • the text conversion process 414 includes several sub-processes that alter the original voice data to change the voice as it is played back on the client computer. Such changes can include modification of the original voice tone, accent, intonation, and so on.
  • the text conversion process can also include processes that alter the substance of the input data, such as language translation (e.g., English-French) or dialect translation. Primarily, the text conversion process alters the expression of the original voice data.
  • the expression shows a character's personality or attribute (e.g., male or female or child speaker), character's circumstance or environment (e.g., in a tunnel, cave, etc.), the character's condition (e.g., excited, sad, injured, etc.).
  • the text conversion process can also include special effects that alter the input voice data, such as Doppler effect, echo, and so on.
  • the characteristics that dictate how the voice data is converted are provided by a conversion rules process 316 .
  • the rules process 316 specifies several parameters used by the voice conversion process 314 that are used to alter the input voice data.
  • the voice rules process 316 includes user provided character profiles. In one embodiment, the character profiles are entered by the user through a user interface provided on the client computer.
  • the character profile can be used to tailor the voice that a displayed character speaks with in applications such as video games, educational programs, interactive applications, text-to-speech programs, and the like.
  • the character talking voice is determined by fundamental parameters, such as frequency, waveform, etc.).
  • the voice conversion process shapes the basic waveform to produce a converted voice that corresponds to the selected character profile.
  • a user can set the profile for the character.
  • FIG. 5 illustrates a graphical user screen that illustrates a character profile input display.
  • the character profile set up display window 500 includes several user selectable input fields that the user can change to alter the characteristics of the voice output.
  • the user first selects the gender of the character that will recite the playback voice. As shown, the user can select a man's voice or a woman's voice. Other voice type characteristics can also be provided, such as child or baby.
  • Various voice characteristics are also provided, such as age, sociability, activity, intelligence, and masculinity. Each of these characteristics shapes the voice playback parameters. For example, choosing an older age or increasing the masculinity generally lowers the voice.
  • the sociability, activity, and intelligence characteristics generally affect how active and articulate the playback voice is portrayed.
  • the user characteristics are displayed as bar slides that the user can move through an input device, such as a mouse, to select a relative value for the respective characteristic.
  • an input device such as a mouse
  • various other input methods could be provided, such as numerical value entries, percentage value entries, and the like.
  • the character's talking voice can be created based on each pre-set characters profile.
  • the rules process 316 can include a user specified database that stores certain parameters or data entries for various variables of the voice data.
  • database parameters could include values that dictate the gender of the output voice, language, expression, and so on.
  • the voice data output on the client computer could, for example, be set to speak in English in a male voice with an English accent.
  • FIG. 6 illustrates a networked game environment in which user game consoles communicate over a network, according to one embodiment of the present invention.
  • a first user game console 605 is coupled to network 608 through a cable modem 606 .
  • network 608 is typically a cable TV (CATV) network.
  • CATV cable TV
  • a speaker pair 604 for voice output
  • a microphone 602 for voice input.
  • a second user game console 607 is coupled to network 608 through a cable modem 612 .
  • a microphone 614 and speaker pair 616 is coupled to the game console 607 .
  • a server computer 610 may be coupled to network 608 .
  • the server computer can perform a variety of functions, such as game monitoring, providing game or application programs, managing user accounts, and the like.
  • FIG. 7 illustrates a networked game enviromnent in which user game consoles communicate over a network, according to one embodiment of the present invention.
  • the network 708 comprises the Internet
  • the first game console 705 is coupled to the second game console 707 through Voice over IP gateways 706 and 712 .
  • Each game console is attached to a speaker 704 , 716 , and microphone 702 and 714 set, respectively.
  • the output voice characteristic depends upon user information.
  • each user participant player
  • each user controls a character that is displayed on the terminal of each game console.
  • the characteristics of the character's voice can then be determined based on the location of the user to whom the character belongs. For example, assuming each game console has a left and right pair of speakers, the output voice volume ratio of the speaker pair is set based on the direction of the sender location. This provides some spatial effect of the voice relative to the location of the speaking character. The volume can also be changed based on the distance between the sender and the receiver. Alternatively, when a plurality of users is communicating with one another, each user's voice is assigned to each speaker based on their location.
  • the user location determination process is included in the voice conversion process as a means of altering the voice of a character played back on a user game console.
  • the direction or/and distance between the sender and the receiver is calculated and the volume ratio of the left-right speaker pair is set based on the calculated data.
  • the other speakers are also considered.
  • user location information for a plurality of networked game players is determined by using address information for each of the players.
  • Address information can be stored in a database provided in each game console.
  • the address or location information may be provided by using the telephone number for each player.
  • the area code provides a rough approximation of a user's location relative to the other users.
  • An address database related to telephone numbers is stored in the memory of each terminal.
  • a particular user's terminal receives a sender's telephone number and retrieves the location based on the telephone number. Using the retrieved location data and the user's own location data, the receiver terminal calculates the direction or/and distance.
  • the location information can be provided using a personal database stored in each game console memory (e.g., secondary memory). For this case, each user has to input the other user's addresses in advance. Zip code information could be used to provide reasonable approximations of user locations.
  • the information is stored in a memory location of the game console.
  • ID information e.g., user ID, telephone No., etc.
  • ID information is sent to each user.
  • the user location is retrieved in each personal database and the direction and/or distance is calculated based on the user location.
  • the address information for a group of networked users can be stored in a central server, such as server 610 in FIG. 6 .
  • the server stores the addresses or location information (zip code, area code, etc.) for all of the users in a database.
  • the direction and/or the distance are calculated based on the stored user information in the server.
  • the server sends each user direction and/or distance information for the other users.
  • Each individual user terminal sets the volume ratio or whole volume based on the location information. For this embodiment, voice data is sent to each user through the server.
  • the process of altering the data in accordance with output voice characteristics can be implemented either in the server (data sending) computer, the client (data receiving) computer, or a network server computer coupled to the server and client computer.
  • Each computer capable of altering the transmitted data would have associated with it a voice or text conversion means, such as that illustrated in FIG. 4 .
  • Such a conversion means could be implemented in hardware circuitry coupled to the computer, a software program executed by the computer, or a combination of dedicated hardware and software processes.
  • the database storing the various voice characteristics for each associated client computer or character within a client computer can be stored locally in each client computer or centrally in a database accessible to a network server computer.
  • the steps of transmitting, altering, and receiving the data can be done in various different step sequences.
  • the data can be first transmitted from the server computer, altered in the server or other computer, and then received by the client computer.
  • the alteration process is performed by the client computer, the process can be performed by first transmitting the data from the server computer to the client computer, receiving the data in the client computer, and then altering the data in accordance with the specified output characteristics.
  • the voice conversion process described in relation to FIGS. 6 and 7 can be used in various other applications involving speech content transmitted among a plurality of users. Examples include chat room applications, Internet telephony, and other similar applications.
  • avatars The characters that represent users in a networked game, cyberspace, or other application are sometimes referred to as “avatars”. That is, an avatar may comprise a user's own interactive graphical representation in cyberspace or virtual reality environment. In some embodiments of the present invention, the audio may be adjusted based on the relative location of avatars or other characters in the game world.
  • some embodiments provide for the dynamic processing of the audio channel so that the virtual distance between two avatars may be reflected in the audio output, such as for example through audio attenuation levels. For example, when the avatars are far apart in the game world the user chat channel between the two controlling users may be attenuated, whereas when the avatars come closer together in the game world the volume may be increased.
  • Such a system may be implemented in many different types of game related voice chat systems.
  • some game related voice chat systems are implemented as part of a “push-to-talk” system.
  • the “push-to-talk” method is meant to simulate radio communications via walkie-talkie or other radio frequency (RF) based devices.
  • some game related voice chat systems are implemented as part of an “always-on” system using a voice activity detection algorithm.
  • the “always-on” method is used to simulate a local area network (LAN) party environment where the user merely needs to yell across the room to homele at an opponent or to speak to his or her neighbor to coordinate a strategy.
  • LAN local area network
  • a first-person perspective simulation employs a camera scheme that may be referred to herein as a first-person game or more generally a first-person camera setting.
  • a third-person perspective simulation employs a camera scheme that may be referred to herein as a third-person game or more generally a third-person camera setting.
  • the on-screen view simulates the in-game character's point of view with the camera movement normally being linked to the movement of the character.
  • the player normally sees the game world from a viewpoint above and behind the main character.
  • the camera movement is not linked to the movement of the main character.
  • Some types of games or other similar applications use a server for networked game play.
  • the server typically has knowledge of the game data and is able to either wholly run the simulation and deliver updates to the clients or run the simulation in parallel with the clients currently in the game.
  • the clients typically send their voice data to the server and let the server handle the delivery of the voice traffic to the appropriate clients.
  • the server side simulation may be used to determine avatar proximities within the game world and adjust the volume levels and position of the individual streams.
  • the individual streams may then be mixed together into a multi-channel signal which is then delivered to the appropriate client.
  • a server such as the server 610 ( FIG. 6 ) described above may be used for these functions and the functions described below.
  • the method 800 which may be used for processing audio, begins in step 802 in which audio data associated with each of two or more characters in a virtual world is received.
  • the audio data may be received by a server, such as described above.
  • each client device sends the audio data associated with its character to the server.
  • FIG. 9 illustrates an example of a virtual world 900 that may be used in accordance with an embodiment of the present invention.
  • the virtual world 900 may comprise any type of virtual world or area of cyberspace.
  • the virtual world 900 may comprise a game world or any other environment defined by a program.
  • Several characters 902 , 904 , 906 , 908 which may comprise avatars or any other type of character, are dispersed within the virtual world 900 .
  • the audio data associated with each of the characters 902 , 904 , 906 , 908 may be received by a server.
  • the audio data may include a talking voice of the character, which is typically provided by a user talking into a microphone of an associated client device.
  • the audio data may also include other audio or sounds, such as ambient noise around the character in the virtual world.
  • ambient noise may include the character stepping on a twig or other items, a car or train passing nearby the character, sounds made by other nearby characters, or even sounds coming from a radio held by the character.
  • the audio data associated with a character may include any sounds, such as any sounds that the character could hear.
  • step 802 the proximity of each character with respect to each of the other characters in the virtual world is determined.
  • the relative locations of the characters in the environment defined by the program may be determined. Such determinations may be used to indicate the distance between each of the characters.
  • a server such as a game server, may be used for each character in the game to determine the proximity of all the other characters in the game.
  • the proximity of character 902 ( FIG. 9 ) with respect to each of the other characters 904 , 906 , 908 in the virtual world 900 may be determined. Namely, the proximity of character 902 with respect to character 904 may be determined, the proximity of character 902 with respect to character 906 may be determined, and the proximity of character 902 with respect to character 908 may be determined. As illustrated, character 902 is located very close to character 904 and very far away from character 908 . In some embodiments this process may be repeated so that the proximity of each character with respect to every other character is determined.
  • the received audio data for each of the characters is altered based on the determined proximity of another one of the characters.
  • the received audio data for each of the characters may be altered based on the determined proximity of each one of the other characters.
  • a server such as a game server, may be used to perform such altering.
  • such altering may comprise scaling, adjusting volume levels, adding effects, etc.
  • the audio data received for character 902 may be scaled or altered so that it is louder. This means that character 904 will hear the audio data associated with character 902 relatively loudly since character 904 is close to character 902 .
  • the audio data received for character 902 may be scaled or altered so that it is quieter. This means that character 908 will hear the audio data associated with character 902 relatively quietly since character 908 is far away from character 902 .
  • step 806 the audio data for one character that was altered based on the determined proximity of another character is provided to a client associated with that other character.
  • the audio data for character 902 ( FIG. 9 ) that was scaled based on the determined proximity of character 904 may be provided to a client associated with character 904 .
  • the user of the client device associated with character 904 will hear the sounds associated with or coming from character 902 with the volume of those sounds being adjusted or scaled based on the distance between characters 902 and 904 in the virtual world 900 . Since character 902 is located very close to character 904 , the user of the client device associated with character 904 will hear the sounds associated with or coming from character 902 relatively loudly.
  • the user of the client device associated with character 908 will hear the sounds associated with or coming from character 902 relatively quietly, or maybe not at all, since character 902 is located very far away from character 908 .
  • the user will only be able hear those sounds that are within hearing distance of his or her character or avatar in the virtual or game world.
  • those sounds will get quieter to other users whose characters are located at increasing distances from the speaking character in the virtual world.
  • ambient noise around a character in the virtual world may also be altered, scaled or adjusted based on the character's location.
  • ambient noise may include any sounds, noise or audio in the vicinity of the character, such as for example, the character stepping on something or reloading a gun, a vehicle near the character, sounds made by other nearby characters, etc.
  • the audio data associated with a character may include any sounds and not just the character's voice.
  • the ambient noise may include sounds coming from a radio held by the character.
  • the audio data associated with a character may include not only the character's speaking voice, but also the character's voice as heard through a radio. That is, the audio data associated with a character may also include a simulation of the character's voice transmitted over a radio into which the character may be speaking. Such a simulation may be created or generated by adding various audio effects to the audio data so that the character's voice sounds like it is being transmitted over a radio.
  • Such audio effects may comprise, for example, static, distortion, reverb, compression, presence, delay, echo, etc.
  • character 902 is speaking into a radio, and character 908 has a radio and is listening to the transmission, then the only sound heard by the user associated with character 908 may be character 902 's voice as heard over the radio. This is because characters 902 and 908 are located very far apart in the virtual world 900 . However, if character 908 starts walking towards character 902 in the virtual world, then the user associated with character 908 will continue to hear character 902 's voice as heard over the radio and may also start to hear character 902 's actual voice because character 902 may be within earshot.
  • the server that is altering or scaling the audio data associated with character 902 may insert a very slight delay between character 902 's actual voice heard by earshot and character 902 's voice as heard over the radio.
  • a delay may more realistically simulate the sounds heard by the user associated with character 908 by introducing or producing an echo effect between character 902 's actual voice heard by earshot and character 902 's voice as heard over the radio. That is, there will sometimes be a delay between hearing a speaker's actual voice because he or she is close by and simultaneously hearing the speaker's voice over a radio, cellular telephone, or similar device. This is because the speaker's voice goes through the radio and the radio introduces a slight delay. This delay may produce an echo effect, which in some embodiments the server may simulate.
  • the altering or scaling of audio data based on the relative proximities of the characters in the virtual world may create some interesting scenarios from a game strategy point of view.
  • the user corresponding to an enemy character in an area may overhear another character.
  • character 904 may be an enemy of character 902 , and since character 904 is located nearby character 902 in the virtual world 900 , the user corresponding to character 904 may be able to overhear character 902 's actual voice as character 902 talks to character 908 on the radio. Character 902 may not realize this and thus may unknowingly give away valuable secrets to the enemy.
  • a character's audio data that is altered or scaled may optionally be mixed or encoded into a multi-channel format stream prior to being provided to a client associated with another character.
  • the individual audio streams for the characters may be mixed into a multi-channel signal stream based on relative position, which would then be delivered to the clients.
  • Any multi-channel format may be used.
  • the Audio Coding 3 (AC-3) format may be used, which is a known high quality multi-channel digital audio code format.
  • DTS Digital Theater Systems
  • the multi-channel format stream may then be encoded andor compressed as necessary to reduce network bandwidth. Once compressed, the custom multi-channel stream may be delivered to the appropriate client. Each client may then receive the stream and decode it. The decoded stream may then be mixed with other game audio and played out to the speakers.
  • a server such as the server 610 ( FIG. 6 ) described above, may be used for implementing the functions described herein andor illustrated in FIG. 8 .
  • a server may coordinate the game or other program or simulation being played by a plurality of users.
  • the server will generally know the game state and may be able to determine the proximities of the characters corresponding to the various users.
  • the server may receive encoded audio data streams from the clients and then decode those streams.
  • the server may use the determined location information to alter, scale, manipulate or otherwise modify the audio data as described above.
  • plug-ins or custom modules may be used with the server for implementing these functions.
  • embodiments of the present invention provide for determining the relative locations of the avatars or other characters corresponding to users in an environment defined by the program or other simulation.
  • the output characteristics of the output audio may be altered depending upon the location or proximities of each character associated with each of the users.
  • the altered audio data may then be provided to the appropriate client devices.

Abstract

A method for use in processing audio includes receiving audio data associated with each of two or more characters in a virtual world, determining a proximity of the other characters in the virtual world for each of the characters, altering the received audio data based on the determined proximity of another one of the characters for each of the characters, and providing the altered audio data to a client associated with the other character for which the audio data was altered for each of the characters.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application is a continuation-in-part (CIP) of U.S. patent application Ser. No. 09/846,115, filed on Apr. 30, 2001, entitled “ALTERING NETWORK TRANSMITTED CONTENT DATA BASED UPON USER SPECIFIED CHARACTERISTICS”, which is hereby incorporated by reference herein in its entirety.
  • FIELD OF THE INVENTION
  • The present invention relates generally to computer networks, and more specifically, to a system for transforming data transmitted over a network through characteristics specified by a user.
  • BACKGROUND OF THE INVENTION
  • The basic functions of a computer network are to transmit, exchange or store data transmitted among computers coupled to the network. Most network implementations use a computer network simply as a point-to-point system to route and channel information among the networked computers. Some processes, such as compression or encryption techniques that speed transmission rates or enhance transmission security may be implemented on the transmitted data. In general, however, relatively little processing is performed on most data once it is transmitted from the sending terminal. Data is typically processed at the sending terminal and transmitted to the receiving terminal in its processed form. Standard network transmission systems therefore do not provide flexibility or opportunity for a receiver or third party to transform or process the data according to the receiving party's needs.
  • Present communication systems also typically do not provide effective mechanisms in which the relative location of various users is reflected in the audio output of characters representing the users in a networked game or other application.
  • What is needed, therefore, is a system that allows transmitted content data to be processed or transformed according to a receiver's needs after it has been generated and transmitted by a sending terminal.
  • SUMMARY OF THE INVENTION
  • One embodiment provides a method for use in processing audio, comprising: receiving audio data associated with each of two or more characters in a virtual world; for each of the characters, determining a proximity of the other characters in the virtual world; for each of the characters, altering the received audio data based on the determined proximity of another one of the characters; and for each of the characters, providing the altered audio data to a client associated with the other character for which the audio data was altered.
  • Another embodiment provides a method for use in processing audio, comprising: receiving audio data from each of a plurality of client computers coupled to an interactive network, wherein each client computer is associated with a character represented in a program executed on each computer; determining a relative location of the characters in an environment defined by the program; altering characteristics of the audio data received from each of the client computers based upon the determined relative locations of the characters in the environment defined by the program; and providing the altered audio data received from each of the client computers to another one of the client computers corresponding to the character for which the audio data was altered.
  • Another embodiment provides a system for use in processing audio, comprising: a server that is configured to: receive audio data associated with each of two or more characters in a virtual world; for each of the characters, determine a proximity of the other characters in the virtual world; for each of the characters, alter the received audio data based on the determined proximity of another one of the characters; and for each of the characters, provide the altered audio data to a client associated with the other character for which the audio data was altered.
  • Other objects, features, and advantages of the present invention will be apparent from the accompanying drawings and from the detailed description that follows below.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The present invention is illustrated by way of example and not limitation in the figures of the accompanying drawings, in which like references indicate similar elements, and in which:
  • FIG. 1 illustrates a block diagram of a computer network system that implements embodiments of the present invention;
  • FIG. 2 illustrates a block diagram of a network that includes a content data conversion process for text data, according to an embodiment of the present invention;
  • FIG. 3 illustrates a block diagram of a network that includes a content data conversion process for voice data, according to an embodiment of the present invention;
  • FIG. 4 is a flow diagram illustrating the processing of data through the voice conversion process illustrated in FIG. 3, according to one embodiment of the present invention;
  • FIG. 5 illustrates a character profile setup input screen displayed in a graphical user interface system, according to one embodiment of the present invention;
  • FIG. 6 illustrates a networked game environment in which user game consoles communicate over a network, according to one embodiment of the present invention;
  • FIG. 7 illustrates a networked game environment in which user game consoles communicate over a network, according to an alternative embodiment of the present invention;
  • FIG. 8 is a flow diagram illustrating a method for use in processing audio in accordance with an embodiment of the present invention; and
  • FIG. 9 is a schematic diagram illustrating locations of characters in a virtual world for illustrating an example application of the method shown in FIG. 8 in accordance with an embodiment of the present invention.
  • DETAILED DESCRIPTION
  • A data conversion system for processing downloaded content over a computer network is described. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the present invention. It will be evident, however, to one of ordinary skill in the art, that the present invention may be practiced without these specific details. In other instances, well-known structures and devices are shown in block diagram form to facilitate explanation. The description of preferred embodiments is not intended to limit the scope of the claims appended hereto.
  • Aspects of the present invention may be implemented on one or more computers executing software instructions. According to one embodiment of the present invention, server and client computer systems transmit and receive data over a computer network or standard telephone line. The steps of accessing, downloading, and manipulating the data, as well as other aspects of the present invention are implemented by central processing units (CPU) in the server and client computers executing sequences of instructions stored in a memory. The memory may be a random access memory (RAM), read-only memory (ROM), a persistent store, such as a mass storage device, or any combination of these devices. Execution of the sequences of instructions causes the CPU to perform steps according to embodiments of the present invention.
  • The instructions may be loaded into the memory of the server or client computers from a storage device or from one or more other computer systems over a network connection. For example, a client computer may transmit a sequence of instructions to the server computer in response to a message transmitted to the client over a network by the server. As the server receives the instructions over the network connection, it stores the instructions in memory. The server may store the instructions for later execution, or it may execute the instructions as they arrive over the network connection. In some cases, the downloaded instructions may be directly supported by the CPU. In other cases, the instructions may not be directly executable by the CPU, and may instead be executed by an interpreter that interprets the instructions. In other embodiments, hardwired circuitry may be used in place of, or in combination with, software instructions to implement the present invention. Thus, the present invention is not limited to any specific combination of hardware circuitry and software, nor to any particular source for the instructions executed by the server or client computers.
  • FIG. 1 is a block diagram of a computer network system that can be used to implement a data transmission and conversion, according to one embodiment of the present invention. The system 100 of FIG. 1 enables the transmission and conversion of content data. The term “content data” in the context of the specification and claims shall be understood to refer to any type of downloadable data, which may consist of any one of text data, video linear streaming data, such as motion picture data in MPEG or MPEG2 format; linear audio streaming data, such as music data in MP3 format; binary program data; voice data; or any combination of such data or similar data. In general, content data does not include services or data that are used solely to provide access to a network, such as browser software or protocol handlers whose main function is only to establish a network connection.
  • FIG. 1 illustrates a computer network system 100 that implements one or more embodiments of the present invention. In system 100, a network server computer 104 is coupled, directly or indirectly, to one or more network client computers 102 through a network 110. The network interface between server computer 104 and client computer 102 may also include one or more routers. The routers serve to buffer and route the data transmitted between the server and client computers. Network 110 may be the Internet, a Wide Area Network (WAN), a Local Area Network (LAN), intranet, extranet, wireless network, or any combination thereof.
  • In one embodiment of the present invention, the server computer 104 is a World-Wide Web (WWW) server that stores data in the form of ‘web pages’ and transmits these pages as Hypertext Markup Language (HTML) files over the Internet network 110 to one or more of the client computers 102. For this embodiment, the client computer 102 runs a “web browser” program 114 to access the web pages served by server computer 104. Additional web based content can be provided to client computer 102 by separate content providers, such as supplemental server 103.
  • In one embodiment of the present invention, server 104 in network system 100 includes a download service management process 112 that is configured to handle download requests from a user. Access to the server 104, which may comprise one of several servers, is facilitated typically through a router on network 110 which directs requests to the download management server. When the server 104 receives requests from a user, the server executes a download of requested content from a contents database that is stored internally or externally to the server. Along with processing requests for downloading of content data, the server 104 may also retrieve the requesting user's customer data from a customer database and attach it to the requested primary contents or use it to modify content or transmission parameters for particular users. This data is then transmitted via the network 110 by means of a known networking protocol standard, such as the file transfer protocol (ftp).
  • In one embodiment of the present invention, wherein network 110 is the Internet, network server 104 also executes a web server process 116 to provide HTML documents to client computers coupled to network 110. To access the HTML files provided by server 104, client computer 102 runs a web client process (typically a web browser) 114 that accesses and provides links to web pages available on server 104 and other Internet server sites. It should be noted that a network system 100 that implements embodiments of the present invention may include a larger number of interconnected client and server computers than shown in FIG. 1.
  • The network 110 is normally a bi-directional digital communications network that connects the user's terminal hardware with the download management server provided on the server side of the system. With current technologies, a CATV (cable television) bi-directional network, ISDN (Integrated Services Digital Network), DSL (Digital Subscriber Line), or xDSL high-speed networks are examples of existing network infrastructures enabling the necessary network connections for implementing embodiments of the present invention.
  • The client computer of system 100 may comprise a personal computer that includes a modem or network adapter, or it may comprise a networked game console (entertainment system) that utilizes a detachable storage medium therein, and a TV monitor or any other suitable display device connected to the game console. The modem or network adapter is a device that is used to connect the client's terminal hardware, e.g., a game console, for connection to the network 110. For example, if network 110 is a CATV network, the modem may be implemented as a cable modem device; and if network 110 is an ISDN network, the modem may be implemented as a terminal adapter.
  • The server can supply digital content such as voice data, music clips, full-length audio and video programs, movies, still picture data, and other similar types of content. The content might further comprise promotional or advertising data associated with the primary content, such as movie previews, demo games, sample data, and other similar types of content.
  • In one embodiment, network system 100 includes a conversion system that transforms or processes the data transmitted from the server to the client to improve the user interface and quality of entertainment. For the embodiment in which the transmitted data comprises voice data, the conversion system can be used in various IP telephony, network chat, video game, or 3D virtual chat applications, among others.
  • FIG. 2 illustrates a block diagram of a network that includes a content conversion process, according to one embodiment of the present invention. For the embodiment illustrated in FIG. 2, the data transmitted from the server comprises text data 201 generated by a server computer and transmitted to a client computer over a network 210. The text data is output converted into voice output through a digital-to-analog (D/A) converter 208 coupled to the client computer. The conversion system 202 includes a conversion process 204 and a receiver preference database 206. In one embodiment, the conversion system 202 is resident within the client computer. Alternatively, the conversion system 202 can be included within a separate computer coupled to the network and the client computer.
  • The conversion process 204 includes circuits or processes that convert the input text data to output data, as well as processes that modify or transform the characteristics of the text data. For example, for voice output, the conversion process can be used to control various characteristics such as, tone, accents, intonation, and effects, such as echo, reverberation, and so on. For speech output, the conversion process can control characteristics such as language, dialect, expression, and so on. For example, the conversion process 204 may include a translator that translates speech in one language to another language. The conversion process can also include processes that mimic the voice characteristics of well-known characters or personalities.
  • FIG. 3 illustrates a block diagram of a network that includes a content conversion process for content data that comprises voice data, according to one embodiment of the present invention. For the embodiment illustrated in FIG. 3, the data transmitted from the server comprises voice data generated by a server computer and transmitted to a client computer over a network 310. The voice data 302 is first input through an analog-to-digital (A/D) converter 302 for conversion into digital form. The voice packets can be addressed in one of several ways, including Unicast, Multicast, or broadcast format.
  • Alternatively, if the voice data includes data that is first input into the server computer, the data can be digitized prior to input to the server computer. For example, a microphone or other input means may include an A/D converter to convert the voice data to digital form prior to input to the server computer. The digitized voice data is then transmitted over network 310 for further processing by voice conversion means 312.
  • The voice of the transmitted data can be changed and sent to other assigned user(s) over the network using a protocol such as Voice over IP (VoIP). The voice can be changed based on various factors such as virtual character talk parameters, or user provided preferences. The digitized voice data is transformed into output voice data at the client computer through digital-to-analog (D/A) converter 304. The digitized voice data output from AID converter 302 is processed through conversion system 312. The conversion system 312 includes a voice conversion process 314 and a conversion rules database 316. Alternatively, the digitized voice data can be converted to analog form after output from the client computer through an external D/A converter. Such a D/A converter may be incorporated into speaker, headphone, or other sound output systems that receive digital audio output from the client computer.
  • The voice conversion process 314 comprises processes that alter or modify the digitized voice data output from A/D converter 302 in the server computer into converted voice data to be output from D/A converter 304 on the client computer. FIG. 4 illustrates the basic flow of data through the voice conversion process illustrated in FIG. 3, according to one embodiment of the present invention. In flow diagram 400, audio data 402 represents the digitized voice data that is output from A/D converter after input into the server computer through an input device, such as a microphone. The digitized audio data 402 is converted into text data 404 through a voice recognition process that converts digitized audio data to equivalent digital text data. The text data 404 is then processed by a text conversion process 414 to produce converted text data 406. This converted text data 406 is then processed through a voice synthesis process 416 to produce audio data 408. The audio data 408 comprises digital audio data that is input to D/A converter 304 for conversion to analog voice to be output through speakers on the client computer.
  • The text conversion process 414 includes several sub-processes that alter the original voice data to change the voice as it is played back on the client computer. Such changes can include modification of the original voice tone, accent, intonation, and so on. The text conversion process can also include processes that alter the substance of the input data, such as language translation (e.g., English-French) or dialect translation. Primarily, the text conversion process alters the expression of the original voice data. The expression shows a character's personality or attribute (e.g., male or female or child speaker), character's circumstance or environment (e.g., in a tunnel, cave, etc.), the character's condition (e.g., excited, sad, injured, etc.). The text conversion process can also include special effects that alter the input voice data, such as Doppler effect, echo, and so on.
  • In one embodiment of the present invention, the characteristics that dictate how the voice data is converted are provided by a conversion rules process 316. The rules process 316 specifies several parameters used by the voice conversion process 314 that are used to alter the input voice data. The voice rules process 316 includes user provided character profiles. In one embodiment, the character profiles are entered by the user through a user interface provided on the client computer.
  • The character profile can be used to tailor the voice that a displayed character speaks with in applications such as video games, educational programs, interactive applications, text-to-speech programs, and the like. The character talking voice is determined by fundamental parameters, such as frequency, waveform, etc.). The voice conversion process shapes the basic waveform to produce a converted voice that corresponds to the selected character profile. In one embodiment, a user can set the profile for the character.
  • FIG. 5 illustrates a graphical user screen that illustrates a character profile input display. The character profile set up display window 500 includes several user selectable input fields that the user can change to alter the characteristics of the voice output. The user first selects the gender of the character that will recite the playback voice. As shown, the user can select a man's voice or a woman's voice. Other voice type characteristics can also be provided, such as child or baby. Various voice characteristics are also provided, such as age, sociability, activity, intelligence, and masculinity. Each of these characteristics shapes the voice playback parameters. For example, choosing an older age or increasing the masculinity generally lowers the voice. The sociability, activity, and intelligence characteristics generally affect how active and articulate the playback voice is portrayed.
  • For the embodiment illustrated in FIG. 5, the user characteristics are displayed as bar slides that the user can move through an input device, such as a mouse, to select a relative value for the respective characteristic. It should be noted that various other input methods could be provided, such as numerical value entries, percentage value entries, and the like.
  • In an alternative embodiment, the character's talking voice can be created based on each pre-set characters profile. For this embodiment, the rules process 316 can include a user specified database that stores certain parameters or data entries for various variables of the voice data. For example, database parameters could include values that dictate the gender of the output voice, language, expression, and so on. Through the use of such a database, the voice data output on the client computer could, for example, be set to speak in English in a male voice with an English accent.
  • In one embodiment of the present invention, the voice conversion process is implemented in a distributed interactive game system comprising a plurality of networked games coupled among two or more users. FIG. 6 illustrates a networked game environment in which user game consoles communicate over a network, according to one embodiment of the present invention. A first user game console 605 is coupled to network 608 through a cable modem 606. For this embodiment, network 608 is typically a cable TV (CATV) network. Also coupled to game console 605 is a speaker pair 604 for voice output, and a microphone 602 for voice input. A second user game console 607 is coupled to network 608 through a cable modem 612. A microphone 614 and speaker pair 616 is coupled to the game console 607.
  • In system 600, a server computer 610 may be coupled to network 608. The server computer can perform a variety of functions, such as game monitoring, providing game or application programs, managing user accounts, and the like.
  • FIG. 7 illustrates a networked game enviromnent in which user game consoles communicate over a network, according to one embodiment of the present invention. For system 700, the network 708 comprises the Internet, and the first game console 705 is coupled to the second game console 707 through Voice over IP gateways 706 and 712. Each game console is attached to a speaker 704, 716, and microphone 702 and 714 set, respectively.
  • For the embodiments illustrated in FIGS. 6 and 7, the output voice characteristic depends upon user information. In this manner, each user participant (player) can have a different voice assigned to his character or terminal. It is assumed that each user controls a character that is displayed on the terminal of each game console. The characteristics of the character's voice can then be determined based on the location of the user to whom the character belongs. For example, assuming each game console has a left and right pair of speakers, the output voice volume ratio of the speaker pair is set based on the direction of the sender location. This provides some spatial effect of the voice relative to the location of the speaking character. The volume can also be changed based on the distance between the sender and the receiver. Alternatively, when a plurality of users is communicating with one another, each user's voice is assigned to each speaker based on their location.
  • The user location determination process is included in the voice conversion process as a means of altering the voice of a character played back on a user game console. In this process, the direction or/and distance between the sender and the receiver is calculated and the volume ratio of the left-right speaker pair is set based on the calculated data. In the case of surround-sound environment in which multiple speakers are coupled to a console, the other speakers are also considered.
  • In one embodiment, user location information for a plurality of networked game players is determined by using address information for each of the players. Address information can be stored in a database provided in each game console.
  • The address or location information may be provided by using the telephone number for each player. In this case, the area code provides a rough approximation of a user's location relative to the other users. An address database related to telephone numbers is stored in the memory of each terminal. A particular user's terminal receives a sender's telephone number and retrieves the location based on the telephone number. Using the retrieved location data and the user's own location data, the receiver terminal calculates the direction or/and distance.
  • In an alternative embodiment, the location information can be provided using a personal database stored in each game console memory (e.g., secondary memory). For this case, each user has to input the other user's addresses in advance. Zip code information could be used to provide reasonable approximations of user locations. The information is stored in a memory location of the game console. When a connection between users is established, ID information (e.g., user ID, telephone No., etc.) is sent to each user. Using the ID information, the user location is retrieved in each personal database and the direction and/or distance is calculated based on the user location.
  • Instead of storing user location information in each game console, the address information for a group of networked users can be stored in a central server, such as server 610 in FIG. 6. For this embodiment, the server stores the addresses or location information (zip code, area code, etc.) for all of the users in a database. The direction and/or the distance are calculated based on the stored user information in the server. The server sends each user direction and/or distance information for the other users. Each individual user terminal then sets the volume ratio or whole volume based on the location information. For this embodiment, voice data is sent to each user through the server.
  • It should be noted that the process of altering the data in accordance with output voice characteristics can be implemented either in the server (data sending) computer, the client (data receiving) computer, or a network server computer coupled to the server and client computer. Each computer capable of altering the transmitted data would have associated with it a voice or text conversion means, such as that illustrated in FIG. 4. Such a conversion means could be implemented in hardware circuitry coupled to the computer, a software program executed by the computer, or a combination of dedicated hardware and software processes. Moreover, the database storing the various voice characteristics for each associated client computer or character within a client computer can be stored locally in each client computer or centrally in a database accessible to a network server computer.
  • Depending upon where the output alteration process is performed, the steps of transmitting, altering, and receiving the data can be done in various different step sequences. For example, the data can be first transmitted from the server computer, altered in the server or other computer, and then received by the client computer. If the alteration process is performed by the client computer, the process can be performed by first transmitting the data from the server computer to the client computer, receiving the data in the client computer, and then altering the data in accordance with the specified output characteristics.
  • Besides game or entertainment programs, the voice conversion process described in relation to FIGS. 6 and 7 can be used in various other applications involving speech content transmitted among a plurality of users. Examples include chat room applications, Internet telephony, and other similar applications.
  • The characters that represent users in a networked game, cyberspace, or other application are sometimes referred to as “avatars”. That is, an avatar may comprise a user's own interactive graphical representation in cyberspace or virtual reality environment. In some embodiments of the present invention, the audio may be adjusted based on the relative location of avatars or other characters in the game world.
  • More specifically, some embodiments provide for the dynamic processing of the audio channel so that the virtual distance between two avatars may be reflected in the audio output, such as for example through audio attenuation levels. For example, when the avatars are far apart in the game world the user chat channel between the two controlling users may be attenuated, whereas when the avatars come closer together in the game world the volume may be increased.
  • Such a system may be implemented in many different types of game related voice chat systems. For example, some game related voice chat systems are implemented as part of a “push-to-talk” system. The “push-to-talk” method is meant to simulate radio communications via walkie-talkie or other radio frequency (RF) based devices. As another example, some game related voice chat systems are implemented as part of an “always-on” system using a voice activity detection algorithm. The “always-on” method is used to simulate a local area network (LAN) party environment where the user merely needs to yell across the room to heckle at an opponent or to speak to his or her neighbor to coordinate a strategy.
  • In these and other voice chat systems, the user talks, but the user speaks for his or her avatar or other character in the game world. Such systems may be used in any type of interactive system or game, including but not limited to so-called first-person perspective simulations and third-person perspective simulations. Specifically, a first-person perspective simulation employs a camera scheme that may be referred to herein as a first-person game or more generally a first-person camera setting. Similarly, a third-person perspective simulation employs a camera scheme that may be referred to herein as a third-person game or more generally a third-person camera setting. In a first-person camera setting the on-screen view simulates the in-game character's point of view with the camera movement normally being linked to the movement of the character. In a third-person camera setting the player normally sees the game world from a viewpoint above and behind the main character. In many third-person games the camera movement is not linked to the movement of the main character.
  • Some types of games or other similar applications use a server for networked game play. The server typically has knowledge of the game data and is able to either wholly run the simulation and deliver updates to the clients or run the simulation in parallel with the clients currently in the game. The clients typically send their voice data to the server and let the server handle the delivery of the voice traffic to the appropriate clients.
  • In some embodiments of the present invention, the server side simulation may be used to determine avatar proximities within the game world and adjust the volume levels and position of the individual streams. The individual streams may then be mixed together into a multi-channel signal which is then delivered to the appropriate client. In some embodiments a server such as the server 610 (FIG. 6) described above may be used for these functions and the functions described below.
  • Referring to FIG. 8, there is illustrated a method 800 that operates in accordance with an embodiment of the present invention. The method 800, which may be used for processing audio, begins in step 802 in which audio data associated with each of two or more characters in a virtual world is received. In some embodiments the audio data may be received by a server, such as described above. Thus, in some embodiments each client device sends the audio data associated with its character to the server.
  • FIG. 9 illustrates an example of a virtual world 900 that may be used in accordance with an embodiment of the present invention. The virtual world 900 may comprise any type of virtual world or area of cyberspace. In some embodiments, the virtual world 900 may comprise a game world or any other environment defined by a program. Several characters 902, 904, 906, 908, which may comprise avatars or any other type of character, are dispersed within the virtual world 900.
  • The audio data associated with each of the characters 902, 904, 906, 908 may be received by a server. In some embodiments, the audio data may include a talking voice of the character, which is typically provided by a user talking into a microphone of an associated client device. In some embodiments, the audio data may also include other audio or sounds, such as ambient noise around the character in the virtual world. For example, such ambient noise may include the character stepping on a twig or other items, a car or train passing nearby the character, sounds made by other nearby characters, or even sounds coming from a radio held by the character. Thus, the audio data associated with a character may include any sounds, such as any sounds that the character could hear.
  • In step 802 (FIG. 8), the proximity of each character with respect to each of the other characters in the virtual world is determined. In some embodiments, the relative locations of the characters in the environment defined by the program may be determined. Such determinations may be used to indicate the distance between each of the characters. In some embodiments, a server, such as a game server, may be used for each character in the game to determine the proximity of all the other characters in the game.
  • For example, the proximity of character 902 (FIG. 9) with respect to each of the other characters 904, 906, 908 in the virtual world 900 may be determined. Namely, the proximity of character 902 with respect to character 904 may be determined, the proximity of character 902 with respect to character 906 may be determined, and the proximity of character 902 with respect to character 908 may be determined. As illustrated, character 902 is located very close to character 904 and very far away from character 908. In some embodiments this process may be repeated so that the proximity of each character with respect to every other character is determined.
  • In step 804 (FIG. 8), the received audio data for each of the characters is altered based on the determined proximity of another one of the characters. In some embodiments, the received audio data for each of the characters may be altered based on the determined proximity of each one of the other characters. Thus, if a first character is located within a specified range of a second character, then the first character's audio stream may be altered based on the relative distance between the two characters. In some embodiments, a server, such as a game server, may be used to perform such altering. In some embodiments, such altering may comprise scaling, adjusting volume levels, adding effects, etc.
  • For example, since character 902 (FIG. 9) is located very close to character 904, the audio data received for character 902 may be scaled or altered so that it is louder. This means that character 904 will hear the audio data associated with character 902 relatively loudly since character 904 is close to character 902. In contrast, since character 902 (FIG. 9) is located very far away from character 908, the audio data received for character 902 may be scaled or altered so that it is quieter. This means that character 908 will hear the audio data associated with character 902 relatively quietly since character 908 is far away from character 902.
  • In step 806 (FIG. 8), the audio data for one character that was altered based on the determined proximity of another character is provided to a client associated with that other character. For example, the audio data for character 902 (FIG. 9) that was scaled based on the determined proximity of character 904 may be provided to a client associated with character 904. This way, the user of the client device associated with character 904 will hear the sounds associated with or coming from character 902 with the volume of those sounds being adjusted or scaled based on the distance between characters 902 and 904 in the virtual world 900. Since character 902 is located very close to character 904, the user of the client device associated with character 904 will hear the sounds associated with or coming from character 902 relatively loudly. In contrast, the user of the client device associated with character 908 will hear the sounds associated with or coming from character 902 relatively quietly, or maybe not at all, since character 902 is located very far away from character 908. Thus, in some embodiments, the user will only be able hear those sounds that are within hearing distance of his or her character or avatar in the virtual or game world. Similarly, when a user talks or causes his or her character to make some other noise, those sounds will get quieter to other users whose characters are located at increasing distances from the speaking character in the virtual world.
  • As mentioned above, in some embodiments other ambient noise around a character in the virtual world may also be altered, scaled or adjusted based on the character's location. Again, such ambient noise may include any sounds, noise or audio in the vicinity of the character, such as for example, the character stepping on something or reloading a gun, a vehicle near the character, sounds made by other nearby characters, etc. Thus, the audio data associated with a character may include any sounds and not just the character's voice.
  • It was also mentioned above that in some embodiments the ambient noise may include sounds coming from a radio held by the character. Along these lines, in some embodiments the audio data associated with a character may include not only the character's speaking voice, but also the character's voice as heard through a radio. That is, the audio data associated with a character may also include a simulation of the character's voice transmitted over a radio into which the character may be speaking. Such a simulation may be created or generated by adding various audio effects to the audio data so that the character's voice sounds like it is being transmitted over a radio. Such audio effects may comprise, for example, static, distortion, reverb, compression, presence, delay, echo, etc.
  • As an example, if character 902 is speaking into a radio, and character 908 has a radio and is listening to the transmission, then the only sound heard by the user associated with character 908 may be character 902's voice as heard over the radio. This is because characters 902 and 908 are located very far apart in the virtual world 900. However, if character 908 starts walking towards character 902 in the virtual world, then the user associated with character 908 will continue to hear character 902's voice as heard over the radio and may also start to hear character 902's actual voice because character 902 may be within earshot.
  • In some embodiments, the server that is altering or scaling the audio data associated with character 902 may insert a very slight delay between character 902's actual voice heard by earshot and character 902's voice as heard over the radio. Such a delay may more realistically simulate the sounds heard by the user associated with character 908 by introducing or producing an echo effect between character 902's actual voice heard by earshot and character 902's voice as heard over the radio. That is, there will sometimes be a delay between hearing a speaker's actual voice because he or she is close by and simultaneously hearing the speaker's voice over a radio, cellular telephone, or similar device. This is because the speaker's voice goes through the radio and the radio introduces a slight delay. This delay may produce an echo effect, which in some embodiments the server may simulate.
  • In some embodiments, the altering or scaling of audio data based on the relative proximities of the characters in the virtual world may create some interesting scenarios from a game strategy point of view. For example, the user corresponding to an enemy character in an area may overhear another character. As an illustration, character 904 may be an enemy of character 902, and since character 904 is located nearby character 902 in the virtual world 900, the user corresponding to character 904 may be able to overhear character 902's actual voice as character 902 talks to character 908 on the radio. Character 902 may not realize this and thus may unknowingly give away valuable secrets to the enemy.
  • In some embodiments, a character's audio data that is altered or scaled may optionally be mixed or encoded into a multi-channel format stream prior to being provided to a client associated with another character. For example, the individual audio streams for the characters may be mixed into a multi-channel signal stream based on relative position, which would then be delivered to the clients. Any multi-channel format may be used. For example, the Audio Coding 3 (AC-3) format may be used, which is a known high quality multi-channel digital audio code format. As another example, the Digital Theater Systems (DTS) sound format may also be used, which is an established multi-channel audio format in movie theaters.
  • In some embodiments, the multi-channel format stream may then be encoded andor compressed as necessary to reduce network bandwidth. Once compressed, the custom multi-channel stream may be delivered to the appropriate client. Each client may then receive the stream and decode it. The decoded stream may then be mixed with other game audio and played out to the speakers.
  • As mentioned above, in some embodiments a server, such as the server 610 (FIG. 6) described above, may be used for implementing the functions described herein andor illustrated in FIG. 8. In general, such a server may coordinate the game or other program or simulation being played by a plurality of users. As such, the server will generally know the game state and may be able to determine the proximities of the characters corresponding to the various users. In some embodiments, the server may receive encoded audio data streams from the clients and then decode those streams. The server may use the determined location information to alter, scale, manipulate or otherwise modify the audio data as described above. In some embodiments, plug-ins or custom modules may be used with the server for implementing these functions.
  • Thus, embodiments of the present invention provide for determining the relative locations of the avatars or other characters corresponding to users in an environment defined by the program or other simulation. The output characteristics of the output audio may be altered depending upon the location or proximities of each character associated with each of the users. The altered audio data may then be provided to the appropriate client devices.
  • In the foregoing, a system has been described for modifying transmitted content data based on user preferences. Although the present invention has been described with reference to specific exemplary embodiments, it will be evident that various modifications and changes may be made to these embodiments without departing from the broader spirit and scope of the invention as set forth in the claims. Accordingly, the specification and drawings are to be regarded in an illustrative rather than a restrictive sense.

Claims (20)

1. A method for use in processing audio, comprising:
receiving audio data associated with each of two or more characters in a virtual world;
for each of the characters, determining a proximity of the other characters in the virtual world;
for each of the characters, altering the received audio data based on the determined proximity of another one of the characters; and
for each of the characters, providing the altered audio data to a client associated with the other character for which the audio data was altered.
2. A method in accordance with claim 1, further comprising:
for each of the characters, mixing the altered audio data into a multi-channel format.
3. A method in accordance with claim 2, further comprising:
for each of the characters, encoding the multi-channel format stream.
4. A method in accordance with claim 1, further comprising:
in each of the clients, mixing the altered audio data with other audio and playing it out through one or more speakers.
5. A method in accordance with claim 1, wherein the step of altering the received audio data comprises scaling volume levels of the audio data.
6. A method in accordance with claim 1, wherein the step of altering the received audio data comprises introducing effects into the audio data.
7. A method in accordance with claim 6, wherein the effects comprise a delay effect.
8. A method for use in processing audio, comprising:
receiving audio data from each of a plurality of client computers coupled to an interactive network, wherein each client computer is associated with a character represented in a program executed on each computer;
determining a relative location of the characters in an environment defined by the program;
altering characteristics of the audio data received from each of the client computers based upon the determined relative locations of the characters in the environment defined by the program; and
providing the altered audio data received from each of the client computers to another one of the client computers corresponding to the character for which the audio data was altered.
9. A method in accordance with claim 8, further comprising:
mixing the altered audio data received from each of the client computers into a multi-channel format.
10. A method in accordance with claim 9, further comprising:
encoding each of the multi-channel format streams.
11. A method in accordance with claim 8, further comprising:
in each of the client computers, mixing the altered audio data with other audio and played out through one or more speakers.
12. A method in accordance with claim 8, wherein the step of altering characteristics of the audio data comprises introducing effects into the audio data.
13. A method in accordance with claim 12, wherein the effects comprise a delay effect.
14. A system for use in processing audio, comprising:
a server that is configured to:
receive audio data associated with each of two or more characters in a virtual world;
for each of the characters, determine a proximity of the other characters in the virtual world;
for each of the characters, alter the received audio data based on the determined proximity of another one of the characters; and
for each of the characters, provide the altered audio data to a client associated with the other character for which the audio data was altered.
15. A system in accordance with claim 14, wherein the server is further configured to:
for each of the characters, mix the altered audio data into a multi-channel format.
16. A system in accordance with claim 14, wherein the server is further configured to:
for each of the characters, encode the multi-channel format stream.
17. A system in accordance with claim 14, wherein the server is further configured to:
in each of the clients, mix the altered audio data with other audio and playing it out through one or more speakers.
18. A system in accordance with claim 14, wherein the altering the received audio data comprises scaling volume levels of the audio data.
19. A system in accordance with claim 14, wherein the altering the received audio data comprises introducing effects into the audio data.
20. A system in accordance with claim 19, wherein the effects comprise a delay effect.
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