Methods and systems for providing a composite audio stream for an extended reality world
First Claim
1. A method comprising:
- accessing, by an extended reality audio processing system, a first audio stream representative of a first virtual sound that virtually originates from a first virtual audio source within an extended reality world being experienced by a user by way of a media player device the extended reality world generated based on a live capture of a real-world scene and managed by a live capture management system separate from the media player device;
accessing, by the extended reality audio processing system, a second audio stream representative of a second virtual sound that virtually originates from a second virtual audio source within the extended reality world, the second virtual audio source distinct from the first virtual audio source;
accessing, by the extended reality audio processing system as the first and second virtual sounds propagate to an avatar of the user within the extended reality world, real-time acoustic propagation data representative of characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user, the accessed real-time acoustic propagation data including listener propagation data accessed from the media player device and world propagation data accessed from the live capture management system, the world propagation data associated with the real-world scene and tracked and managed by the live capture management system;
rendering, by the extended reality audio processing system as the first and second virtual sounds propagate to the avatar of the user and based on the first and second audio streams and the real-time acoustic propagation data, a composite binaural audio stream representative of a composite virtual sound that comprises a combination of simulated reproductions of the first and second virtual sounds, the simulated reproductions customized to account for the characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user; and
transmitting, by the extended reality audio processing system, the composite binaural audio stream to the media player device for presentation to the user as the user experiences the extended reality world.
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Abstract
An exemplary extended reality audio processing system accesses first and second audio streams representative, respectively, of first and second virtual sounds within an extended reality world being experienced by a user by way of a media player device. The system also accesses acoustic propagation data representative of characteristics that affect the propagation of the first and second virtual sounds to an avatar of the user. Based on the first and second audio streams and the real-time acoustic propagation data, the system renders a composite binaural audio stream representative of a composite virtual sound that comprises a combination of simulated reproductions of the first and second virtual sounds that are customized to account for the characteristics that affect the propagation. The system further transmits the composite binaural audio stream to the media player device for presentation to the user as the user experiences the extended reality world.
16 Citations
20 Claims
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1. A method comprising:
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accessing, by an extended reality audio processing system, a first audio stream representative of a first virtual sound that virtually originates from a first virtual audio source within an extended reality world being experienced by a user by way of a media player device the extended reality world generated based on a live capture of a real-world scene and managed by a live capture management system separate from the media player device; accessing, by the extended reality audio processing system, a second audio stream representative of a second virtual sound that virtually originates from a second virtual audio source within the extended reality world, the second virtual audio source distinct from the first virtual audio source; accessing, by the extended reality audio processing system as the first and second virtual sounds propagate to an avatar of the user within the extended reality world, real-time acoustic propagation data representative of characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user, the accessed real-time acoustic propagation data including listener propagation data accessed from the media player device and world propagation data accessed from the live capture management system, the world propagation data associated with the real-world scene and tracked and managed by the live capture management system; rendering, by the extended reality audio processing system as the first and second virtual sounds propagate to the avatar of the user and based on the first and second audio streams and the real-time acoustic propagation data, a composite binaural audio stream representative of a composite virtual sound that comprises a combination of simulated reproductions of the first and second virtual sounds, the simulated reproductions customized to account for the characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user; and transmitting, by the extended reality audio processing system, the composite binaural audio stream to the media player device for presentation to the user as the user experiences the extended reality world. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A system comprising:
at least one physical computing device that accesses a first audio stream representative of a first virtual sound that virtually originates from a first virtual audio source within an extended reality world being experienced by a user by way of a media player device, the extended reality world generated based on a live capture of a real-world scene and managed by a live capture management system separate from the media player device; accesses a second audio stream representative of a second virtual sound that virtually originates from a second virtual audio source within the extended reality world, the second virtual audio source distinct from the first virtual audio source; accesses, as the first and second virtual sounds propagate to an avatar of the user within the extended reality world, real-time acoustic propagation data representative of characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user, the accessed real-time acoustic propagation data including listener propagation data accessed from the media player device and world propagation data accessed from the live capture management system, the world propagation data associated with the real-world scene and tracked and managed by the live capture management system; renders, as the first and second virtual sounds propagate to the avatar of the user and based on the first and second audio streams and the real-time acoustic propagation data, a composite binaural audio stream representative of a composite virtual sound that comprises a combination of simulated reproductions of the first and second virtual sounds, the simulated reproductions customized to account for the characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user; and transmits the composite binaural audio stream to the media player device for presentation to the user as the user experiences the extended reality world. - View Dependent Claims (9, 10, 11, 12, 13, 14)
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15. A non-transitory computer-readable medium storing instructions that, when executed, direct at least one processor of a computing device to:
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access a first audio stream representative of a first virtual sound that virtually originates from a first virtual audio source within an extended reality world being experienced by a user by way of a media player device, the extended reality world generated based on a live capture of a real-world scene and managed by a live capture management system separate from the media player device; access a second audio stream representative of a second virtual sound that virtually originates from a second virtual audio source within the extended reality world, the second virtual audio source distinct from the first virtual audio source; access, as the first and second virtual sounds propagate to an avatar of the user within the extended reality world, real-time acoustic propagation data representative of characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user, the accessed real-time acoustic propagation data including listener propagation data accessed from the media player device and world propagation data accessed from the live capture management system, the world propagation data associated with the real-world scene and tracked and managed by the live capture management system; render, as the first and second virtual sounds propagate to the avatar of the user and based on the first and second audio streams and the real-time acoustic propagation data, a composite binaural audio stream representative of a composite virtual sound that comprises a combination of simulated reproductions of the first and second virtual sounds, the simulated reproductions customized to account for the characteristics that affect the propagation of the first and second virtual sounds to the avatar of the user; and transmit the composite binaural audio stream to the media player device for presentation to the user as the user experiences the extended reality world. - View Dependent Claims (16, 17, 18, 19, 20)
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Specification