{"schema_version":"1.0","canonical_url":"https://patentable.app/patents/US-9854378","patent":{"patent_number":"US-9854378","title":"Audio spatial rendering apparatus and method","assignee":null,"inventors":[],"filing_date":"2014-01-30T00:00:00.000Z","publication_date":"2017-12-26T00:00:00.000Z","cpc_codes":["H04S","H04S","H04S"],"num_claims":14,"abstract":"An audio spatial rendering apparatus and method are disclosed. In one embodiment, The audio spatial rendering apparatus includes a rendering unit for spatially rendering an audio stream so that the reproduced far-end sound is perceived by a listener as originating from at least one virtual spatial position, a real position obtaining unit for obtaining a real spatial position of a real sound source, a comparator for comparing the real spatial position with the at least one virtual spatial position; and an adjusting unit for, where the real spatial position is within a predetermined range around at least one virtual spatial position, or vice versa, adjusting the parameters of the rendering unit so that the at least one virtual spatial position is changed."},"analysis":{"summary":"The Audio Spatial Rendering Apparatus and Method patent introduces a groundbreaking approach to spatial audio rendering. The core innovation lies in its ability to dynamically adjust virtual sound source positions based on the real spatial positions of real sound sources. This addresses the problem of conflicting audio sources in immersive environments, where real-world sounds can interfere with the listener's perception of virtual audio. The technology utilizes a rendering unit to create virtual sound sources, a real position obtaining unit to capture the position of real sound sources, a comparator to compare the two positions, and an adjusting unit to modify the rendering parameters. \n\nThis approach enhances the immersive experience by preventing auditory conflicts and improving clarity. When the real and virtual positions are within a predetermined range, the system intelligently shifts the virtual sound source, ensuring that the listener perceives a seamless and realistic audio environment. This is particularly valuable in applications such as virtual reality, teleconferencing, and assistive listening devices.\n\nThe business value of this technology lies in its potential to enhance user engagement and productivity. In virtual reality, the invention creates a more believable and immersive experience, encouraging users to spend more time in the virtual world. In teleconferencing, the system reduces distractions and improves call clarity, leading to more productive meetings. In assistive listening devices, the technology enhances the user's ability to focus on specific sound sources, improving their quality of life.\n\nThe market opportunity for this technology is substantial, driven by the growing demand for immersive experiences and improved audio quality. The global virtual reality market is projected to reach billions of dollars in the coming years, creating a significant demand for advanced audio rendering techniques. The teleconferencing market is also experiencing rapid growth, driven by the increasing adoption of remote work. The assistive listening device market is also expanding, driven by the aging population and the increasing prevalence of hearing loss. This technology positions itself as a key enabler for the next generation of audio experiences, promising substantial returns for investors and stakeholders.","layman_explanation":"The Audio Spatial Rendering Apparatus and Method patent addresses the problem of conflicting audio sources in immersive environments. Imagine you are wearing headphones and listening to music, but someone nearby is also talking. The music and the person's voice can clash, making it difficult to hear both clearly. Existing solutions often fail to address this problem effectively, resulting in a disjointed and unrealistic audio experience.\n\nThis patent solves this problem by dynamically adjusting the virtual sound in your headphones based on the real-world sounds around you. The system uses sensors to detect the location of real-world sounds, such as someone speaking. It then adjusts the virtual sound in your headphones to avoid clashing with the real-world sounds, creating a more seamless and immersive experience. For example, if someone is speaking to your right, the system might shift the virtual sound to your left, making it easier to hear both the virtual sound and the person speaking.\n\nThis technology matters because it has the potential to significantly improve the quality of immersive audio experiences. In virtual reality, it can create a more realistic and engaging environment. In teleconferencing, it can improve call clarity and reduce distractions. In assistive listening devices, it can enhance the user's ability to focus on specific sound sources. The market impact is significant, as the demand for immersive audio experiences continues to grow.\n\nFuture applications of this technology include integration with augmented reality (AR) devices, personalized audio profiles based on user preferences, and advanced noise cancellation techniques. The market adoption timeline is expected to be gradual, as the technology is refined and integrated into existing audio devices. Investment implications include the potential for significant returns, as the technology addresses a key challenge in the rapidly growing market for immersive audio experiences.","technical_analysis":"The Audio Spatial Rendering Apparatus and Method patent presents a sophisticated technical solution to the problem of conflicting audio sources in immersive environments. The system architecture comprises four key components: a rendering unit, a real position obtaining unit, a comparator, and an adjusting unit. The rendering unit spatially renders an audio stream, creating the illusion of virtual sound sources at specific spatial positions. This is typically achieved using techniques such as head-related transfer functions (HRTFs) or wave field synthesis (WFS). The real position obtaining unit captures the real spatial position of real sound sources using sensors such as microphones, cameras, or other input devices. The comparator then compares the real and virtual positions, determining whether they are within a predetermined range. If the positions are sufficiently close, the adjusting unit modifies the rendering parameters to shift the virtual sound source, preventing auditory conflicts and enhancing clarity.\n\nThe implementation of this system requires advanced signal processing algorithms and real-time data analysis. The rendering unit must be capable of generating high-quality spatial audio with low latency. The real position obtaining unit must be accurate and robust, capable of capturing the position of real sound sources in a variety of environments. The comparator and adjusting unit must be efficient, capable of comparing spatial positions and modifying rendering parameters in real-time.\n\nThe performance of the system is critical to its success. Low latency is essential for creating a seamless and realistic audio experience. The accuracy of the real position obtaining unit directly impacts the effectiveness of the system in mitigating auditory conflicts. The efficiency of the signal processing algorithms affects the overall performance and scalability of the system.\n\nIntegration patterns for this technology include seamless integration with existing audio processing pipelines, support for a variety of input devices and sensors, and compatibility with various audio rendering techniques. Code-level implications include the need for optimized algorithms and efficient data structures to ensure real-time performance. The technology has the potential to revolutionize audio experiences in virtual reality, teleconferencing, and assistive listening devices.","business_analysis":"The Audio Spatial Rendering Apparatus and Method patent presents a significant business opportunity in the rapidly growing market for immersive audio experiences. The technology addresses a key challenge in creating realistic and engaging virtual environments: the interference of real-world sound sources with virtual audio. By dynamically adjusting virtual sound source positions based on the real spatial positions of real sound sources, the invention enhances the immersive experience, improves clarity, and reduces distractions.\n\nThe market opportunity for this technology is substantial. The global virtual reality market is projected to reach billions of dollars in the coming years, driven by the increasing adoption of VR headsets and the growing availability of VR content. The teleconferencing market is also experiencing rapid growth, driven by the increasing adoption of remote work. The assistive listening device market is also expanding, driven by the aging population and the increasing prevalence of hearing loss.\n\nThe competitive advantages of this technology include its ability to dynamically adapt to the user's environment, its improved clarity and realism, and its seamless integration of real and virtual audio. These advantages position the technology as a key enabler for the next generation of audio experiences.\n\nRevenue potential for this technology includes licensing fees, product sales, and service revenue. Business models include direct sales, partnerships, and subscription services. Strategic positioning includes targeting key markets such as virtual reality, teleconferencing, and assistive listening devices. ROI projections indicate a substantial return on investment, driven by the high demand for immersive audio experiences and the competitive advantages of the technology.","faqs":null,"topics":["audio spatial rendering","virtual audio","sound rendering","immersive audio","audio technology","audio","spatial","rendering"],"tech_cluster":null},"seo":{"title":"Audio Spatial Rendering Apparatus and Method - Patent US-9854378","description":"Discover how this audio spatial rendering apparatus dynamically adjusts virtual sound sources based on real-world sounds. Full patent analysis and claims.","keywords":["audio spatial rendering","virtual audio","sound rendering","immersive audio","audio technology","patent","patent US-9854378"]},"attribution":{"source":"Patentable","source_url":"https://patentable.app","canonical_url":"https://patentable.app/patents/US-9854378","license":"CC-BY-4.0-like","license_terms":"AI-generated analysis on this page (summary, layman_explanation, technical_analysis, business_analysis, faqs) may be reused with attribution and a visible link back to the canonical URL above. Patent abstracts, claims, and bibliographic data are USPTO public domain.","required_link":"https://patentable.app/patents/US-9854378","citation_suggestion":"Patentable. \"Audio spatial rendering apparatus and method\" (US-9854378). https://patentable.app/patents/US-9854378","copyright_holder":"Nomic Interactive Technology LLC"},"links":{"html":"https://patentable.app/patents/US-9854378","json":"https://patentable.app/api/llm-context/US-9854378","site":"https://patentable.app","llms_txt":"https://patentable.app/llms.txt"},"generated_at":"2026-05-31T11:40:34.924Z"}