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Audio Environment Simulation For Virtual Reality

Abstract: The present disclosure provides a method for simulating dynamic audio environments in a virtual space, comprising receiving user interactions within a virtual environment; generating environmental audio effects based on a location within the virtual environment; simulating reverberation effects corresponding to the acoustic properties of the virtual environment; dynamically mixing audio signals from multiple sources, including a voice of user and environmental sounds; detecting potential adversarial audio attacks; allowing user customization of audio effect parameters; and outputting an immersive audio experience that combines user interaction, environmental effects, and reverberation. Drawings / FIG. 1 / FIG. 2 / FIG. 3 / FIG. 4

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Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
26 April 2024
Publication Number
23/2024
Publication Type
INA
Invention Field
ELECTRONICS
Status
Email
Parent Application

Applicants

MARWADI UNIVERSITY
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
MS. RESHMA SUNIL
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
MS. PARITA MER
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
DR. ANJALI DIWAN
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA

Inventors

1. MS. RESHMA SUNIL
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
2. MS. PARITA MER
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
3. DR. ANJALI DIWAN
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA

Specification

Description:.

AUDIO ENVIRONMENT SIMULATION FOR VIRATUAL REALITY

Field of the Invention

Generally, the present disclosure relates to virtual reality technologies. Particularly, the present disclosure relates to methods for simulating dynamic audio environments in virtual spaces.
Background
The background description includes information that may be useful in understanding the present invention. It is not an admission that any of the information provided herein is prior art or relevant to the presently claimed invention, or that any publication specifically or implicitly referenced is prior art.
In the realm of virtual reality, the simulation of audio environments that are dynamic and interactive plays a crucial role in creating an immersive experience for users. Techniques for audio simulation and rendering have advanced, offering a range of experiences from simple background music to complex environmental sounds that react to user interactions. These audio environments are essential for various applications, including gaming, virtual tours, and educational simulations, where they enhance realism and user engagement.
One common approach involves the use of environmental audio effects that are generated based on the user's location within the virtual space. This technique aims to replicate the acoustic phenomena occurring in real-world environments, thereby enhancing the sense of presence for the user. Another significant aspect is the simulation of reverberation effects, which are crucial for providing cues about the size and materials of the virtual space.
Furthermore, the dynamic mixing of audio signals from multiple sources, such as the user's voice and ambient environmental sounds, is essential for creating a coherent and lifelike audio landscape. This process requires sophisticated algorithms to ensure that audio signals are blended seamlessly, maintaining the balance and spatial integrity of the sound field.
However, these conventional methods face several challenges. The accuracy of simulated audio effects can be compromised by the limitations in modeling the complex interactions between sound waves and virtual environment geometries. Additionally, the process of dynamically mixing multiple audio sources often results in issues related to sound clarity and spatial localization, detracting from the overall immersive experience.
Moreover, the detection of potential adversarial audio attacks remains a concern, as these attacks can disrupt the intended audio experience or exploit vulnerabilities in the system. Another area that requires attention is the provision for user customization of audio effect parameters, which is often limited by the complexity of the underlying audio simulation algorithms.
In light of the above discussion, there exists an urgent need for solutions that overcome the problems associated with conventional systems and techniques for simulating dynamic audio environments in virtual spaces.
Summary
The following presents a simplified summary of various aspects of this disclosure in order to provide a basic understanding of such aspects. This summary is not an extensive overview of all contemplated aspects, and is intended to neither identify key or critical elements nor delineate the scope of such aspects. Its purpose is to present some concepts of this disclosure in a simplified form as a prelude to the more detailed description that is presented later.
The following paragraphs provide additional support for the claims of the subject application.
In an aspect, the present disclosure aims to provide a method and system for simulating dynamic audio environments in a virtual space. The method involves receiving user interactions within a virtual environment; generating environmental audio effects based on location; simulating reverberation effects according to the acoustic properties of the environment; dynamically mixing audio signals from multiple sources, including user voice and environmental sounds; detecting potential adversarial audio attacks; allowing user customization of audio effect parameters; and outputting an immersive audio experience that combines user interaction, environmental effects, and reverberation. The system comprises various modules including an interaction receiver, an audio effect generator, a reverberation simulator, an audio mixing unit, an adversarial detection module, a customization interface, and an audio output system, each designed to execute these functions efficiently.
Further, generating environmental audio effects involves analyzing the virtual environment to determine characteristic sounds associated with the location and synthesizing these sounds to create a background noise profile. The simulation of reverberation effects includes modeling the acoustic properties of virtual spaces and applying a reverberation effect to emulate these properties. Dynamic mixing of audio signals prioritizes signals based on source proximity and user focus, adjusting the audio mix in real-time to reflect changes in user interaction and virtual environment dynamics.
Moreover, the system's audio effect generator is configured to execute environmental analysis algorithms and synthesize a background noise profile from determined sounds. The reverberation simulator comprises an acoustic modeling database and a processing unit to apply reverberation effects. The audio mixing unit includes a real-time processing engine and a prioritization controller for dynamic audio mix adjustment. The adversarial detection module utilizes a machine learning system to improve the accuracy of adversarial attack detection over time. The customization interface offers users the ability to set preferences for audio effects and stores individual user settings.

Brief Description of the Drawings

The features and advantages of the present disclosure would be more clearly understood from the following description taken in conjunction with the accompanying drawings in which:
FIG. 1 illustrates a method (100) for simulating dynamic audio environments in a virtual space, in accordance with the embodiments of the present disclosure.
FIG. 2 illustrates a block diagram of system (200) for simulating dynamic audio environments in a virtual space, in accordance with the embodiments of the present disclosure.
FIG. 3 illustrates a flow diagram of an audio processing system to interact with a user and produce customized audio output, in accordance with the embodiments of the present disclosure.
FIG. 4 illustrates a sequence diagram that corresponds to the flow of operations between the system components, in accordance with the embodiments of the present disclosure.

Detailed Description
In the following detailed description of the invention, reference is made to the accompanying drawings that form a part hereof, and in which is shown, by way of illustration, specific embodiments in which the invention may be practiced. In the drawings, like numerals describe substantially similar components throughout the several views. These embodiments are described in sufficient detail to claim those skilled in the art to practice the invention. Other embodiments may be utilized and structural, logical, and electrical changes may be made without departing from the scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims and equivalents thereof.
The use of the terms “a” and “an” and “the” and “at least one” and similar referents in the context of describing the invention (especially in the context of the following claims) are to be construed to cover both the singular and the plural, unless otherwise indicated herein or clearly contradicted by context. The use of the term “at least one” followed by a list of one or more items (for example, “at least one of A and B”) is to be construed to mean one item selected from the listed items (A or B) or any combination of two or more of the listed items (A and B), unless otherwise indicated herein or clearly contradicted by context. The terms “comprising,” “having,” “including,” and “containing” are to be construed as open-ended terms (i.e., meaning “including, but not limited to,”) unless otherwise noted. Recitation of ranges of values herein are merely intended to serve as a shorthand method of referring individually to each separate value falling within the range, unless otherwise indicated herein, and each separate value is incorporated into the specification as if it were individually recited herein. All methods described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The use of any and all examples, or exemplary language (e.g., “such as”) provided herein, is intended merely to better illuminate the invention and does not pose a limitation on the scope of the invention unless otherwise claimed. No language in the specification should be construed as indicating any non-claimed element as essential to the practice of the invention.
Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
FIG. 1 illustrates a method (100) for simulating dynamic audio environments in a virtual space, in accordance with the embodiments of the present disclosure. The method (100) for simulating dynamic audio environments in a virtual space comprises several steps to create an immersive audio experience. In step (102), user interactions within a virtual environment are received. This is critical for tailoring the audio experience to individual users, making the virtual environment more interactive and responsive to user actions. Receiving user interactions involves capturing input through various devices such as motion sensors, microphones, and haptic feedback devices. These interactions serve as a basis for generating subsequent audio effects, thereby making the virtual environment react in real-time to user movements and commands.
In step (104), the receipt of user interactions, environmental audio effects are generated based on a location within the virtual environment. The step (104) is pivotal in creating a sense of place and enhancing the realism of the virtual space. Generating environmental audio effects includes the analysis of virtual environment characteristics, such as geometry and materials, to produce sound effects that reflect the surroundings accurately. For instance, the sound of footsteps on a wooden floor would differ significantly from those on a metal surface, contributing to a more immersive experience. Simulating reverberation effects corresponding to the acoustic properties of the virtual environment is performed. In step (106). Reverberation adds depth and richness to sounds, making the virtual space feel more extensive and life-like. Simulating reverberation effects involves the use of digital signal processing techniques to model how sound waves interact with the environment. This modeling considers the size of the space, the materials of surfaces, and other factors that influence how sound behaves, thereby enhancing the audio realism. Dynamically mixing audio signals from multiple sources, including a voice of the user and environmental sounds, is crucial for creating a layered and nuanced audio landscape. In step (108), dynamically mixing audio signals ensures that audio sources are blended seamlessly. The process prioritizes sounds based on their importance and the user's focus, adjusting volumes and spatial positioning to reflect changes in the virtual environment or user actions.
In step (110), detecting potential adversarial audio attacks is an essential security measure to protect the integrity of the virtual experience. Detecting potential adversarial audio attacks utilizes advanced pattern recognition and anomaly detection algorithms. These technologies help in identifying and mitigating any malicious attempts to disrupt or manipulate the audio experience through the introduction of harmful audio signals. Allowing user customization of audio effect parameters in step (112), grants users the ability to personalize their audio experience within the virtual environment. This customization enhances user engagement and satisfaction by enabling adjustments to sound settings according to individual preferences. Allowing user customization involves providing an intuitive interface through which users can adjust various audio parameters such as volume, balance, and environmental effects levels. This interface ensures that users can tailor the audio experience to their liking, further enhancing the immersive quality of the virtual environment. In step (114), outputting an immersive audio experience that combines user interaction, environmental effects, and reverberation concludes the method. This output is the culmination of the preceding steps, delivering a rich and engaging audio experience that heightens the sense of presence within the virtual space. Outputting an immersive audio experience employs advanced audio rendering techniques and hardware. These technologies ensure the delivery of high-fidelity sound through speakers or headphones, making the virtual environment more realistic and immersive for the user.
In an embodiment, the method further enhances the generation of environmental audio effects by incorporating a detailed analysis of the virtual environment. This analysis is aimed at identifying a set of characteristic sounds associated with specific locations within the virtual environment. Such sounds might include, for instance, the rustling of leaves in a virtual forest or the ambient noise of a bustling virtual city street. The process of identifying these characteristic sounds involves advanced algorithms capable of discerning distinct acoustic signatures that are emblematic of different virtual spaces. Upon determining these sounds, the method proceeds to synthesize them to create a comprehensive background noise profile. This profile serves as a foundational layer of the audio environment, contributing to a richer and more immersive audio experience. The synthesis of determined sounds into a background noise profile ensures that the virtual environment is not only visually but also acoustically coherent, providing users with a more realistic and engaging experience. This embodiment underscores the importance of a meticulously crafted audio landscape in enhancing the overall sense of immersion in virtual environments.
In another embodiment, the method elaborates on the simulation of reverberation effects by modeling the acoustic properties of one or more virtual spaces. This modeling involves a comprehensive analysis of how sound interacts with various surfaces and objects within the virtual environment, considering factors such as material density, surface texture, and spatial dimensions. The acoustic properties are meticulously cataloged to accurately reflect the behavior of sound waves in diverse settings, from echoing caverns to intimate rooms. Following the modeling, a reverberation effect is applied to the audio signals, meticulously calibrated to emulate the modeled acoustic properties. This application of reverberation not only adds depth and dimension to the audio landscape but also reinforces the authenticity of the virtual space, making it feel more tangible and lived-in. The careful emulation of acoustic properties through reverberation effects plays a pivotal role in crafting an audio experience that is as nuanced and dynamic as the visual components of the virtual environment.
In a further embodiment, the method specifies the process of dynamically mixing audio signals, which is pivotal for achieving a realistic and engaging audio experience. This process involves the prioritization of audio signals based on source proximity and user focus within the virtual environment. Such prioritization ensures that sounds emanating from sources closer to or directly interacted with by the user are given precedence, thereby mimicking the natural way humans perceive sound in real-world environments. Additionally, the audio mix is adjusted in real-time to reflect changes in user interaction and virtual environment dynamics. This real-time adjustment allows for the seamless integration of audio signals, ensuring that the soundscape evolves alongside the user's actions and movements within the virtual space. The dynamic mixing of audio signals, by prioritizing and adjusting in response to user interaction and environmental changes, significantly contributes to the immersive quality of the virtual experience, making it feel more alive and responsive to the user's presence.
The term "system for simulating dynamic audio" as used throughout the present disclosure relates to a comprehensive assembly designed for simulating dynamic audio environments within a virtual space. This system comprises several key components, each contributing to the creation, manipulation, and delivery of immersive audio experiences that dynamically interact with user inputs and the virtual environment's evolving landscape.
The term "interaction receiver module" as used throughout the present disclosure relates to a component designed to capture and process user interactions within a virtual environment. Such interactions may include user movements, commands, or any form of input that influences the virtual space. The interaction receiver module is essential for ensuring that the virtual environment responds accurately to user actions, thereby enhancing the immersive experience.
The term "audio effect generator" as used throughout the present disclosure relates to a component equipped with a processor and memory, capable of executing instructions to analyze the virtual environment and generate environmental audio effects based on specific locations within the virtual environment. This generator plays a crucial role in creating a sound landscape that is reflective of the virtual space's diverse settings.
The term "reverberation simulator" as used throughout the present disclosure relates to a component that utilizes digital signal processing hardware to model and apply reverberation effects to audio signals based on the acoustic properties of the virtual environment. The reverberation simulator enriches the audio experience by adding depth and resonance to sounds, making the virtual space feel more authentic and expansive.
The term "audio mixing unit" as used throughout the present disclosure relates to a component with multiple inputs and outputs designed for dynamically mixing audio signals from various sources, including the user's voice and environmental sounds. This unit adjusts the audio mix in real-time, prioritizing based on source proximity and user focus, to maintain an immersive and coherent audio landscape.
The term "adversarial detection module" as used throughout the present disclosure relates to a component including a machine learning processor designed to analyze audio signals and detect patterns indicative of adversarial attacks. This module ensures the integrity and security of the audio experience by identifying and mitigating potential threats that could disrupt the virtual environment.
The term "customization interface" as used throughout the present disclosure relates to a component offering user-accessible controls for adjusting audio effect parameters such as environmental effect levels, reverberation intensity, and background noise suppression. This interface empowers users to tailor the audio experience to their preferences, enhancing personalization and satisfaction with the virtual environment.
The term "audio output system" as used throughout the present disclosure relates to a component designed to deliver an immersive audio experience that combines user interaction, environmental effects, and reverberation. This system ensures that the synthesized and processed audio is conveyed to the user in a manner that maximizes the sense of immersion and realism within the virtual environment.
FIG. 2 illustrates a block diagram of system (200) for simulating dynamic audio environments in a virtual space, in accordance with the embodiments of the present disclosure. In said block diagram, system (200) comprises an array of components configured to operate in unison to deliver an immersive audio experience. Interaction receiver module (202) is shown, configured to capture user interactions within said virtual environment, serving as a foundational step in the simulation process. Adjacent to said interaction receiver module (202) is audio effect generator (204), equipped with a processor and memory, wherein said processor is configured to execute instructions for analyzing the virtual environment and generating environmental audio effects based on a location within said environment. Further depicted is reverberation simulator (206), which is provided to model and apply reverberation effects to audio signals, thus reflecting the acoustic properties of the virtual environment utilizing digital signal processing hardware. Audio mixing unit (208) is included, characterized by multiple inputs and outputs, for dynamically mixing audio signals from the user's voice and environmental sounds. Said audio mixing unit (208) prioritizes audio signals based on source proximity and user focus. Adversarial detection module (210) is present in the system (200), incorporating a machine learning processor configured to analyze audio signals and detect patterns that may indicate adversarial audio attacks. Customization interface (212) is also illustrated, offering user-accessible controls for adjusting audio effect parameters, thereby enabling user customization of the audio experience. Additionally, audio output system (214) is illustrated, through which the final immersive audio experience is delivered, combining user interaction, environmental effects, and reverberation into a single output.
In an embodiment, the audio effect generator (204) of the system (200) is further configured to execute environmental analysis algorithms that play a crucial role in identifying a set of characteristic sounds associated with the user's virtual location. This process involves sophisticated algorithms capable of analyzing the virtual environment to pinpoint distinct audio elements that are emblematic of specific locations within the virtual space. Upon identifying these characteristic sounds, the audio effect generator (204) proceeds to synthesize a background noise profile from the determined sounds, utilizing an audio synthesis module. This synthesis is not merely a reproduction of ambient sounds but a careful blending that results in a background noise profile which adds depth and context to the virtual environment. By creating a dynamic and responsive audio landscape that changes with the user's virtual location, this feature enhances the immersive experience, making the virtual environment more lifelike and engaging. The ability to detect and synthesize characteristic sounds based on the user's location in the virtual space significantly contributes to the realism and depth of the simulated audio environment, providing users with a more authentic and immersive experience.
In another embodiment, the reverberation simulator (206) within the system (200) includes an acoustic modeling database and a reverberation processing unit. The acoustic modeling database stores comprehensive acoustic properties of various virtual spaces, cataloging data that reflects how sound behaves in different environments. This database is critical for accurately simulating the acoustic nuances of each virtual space. The reverberation processing unit utilizes this database to apply reverberation effects to audio signals in a manner that is consistent with the modeled properties. By accurately emulating the echo and sound dispersion of different materials and spaces, the reverberation simulator (206) adds a layer of realism to the audio output, enhancing the user's sense of presence within the virtual environment. This embodiment underscores the importance of precise acoustic modeling and reverberation application in creating a believable and immersive virtual auditory space.
In yet another embodiment, the audio mixing unit (208) of the system (200) comprises a real-time processing engine and a prioritization controller. The real-time processing engine is designed to adjust the audio mix dynamically, reflecting changes in the user's location and interactions within the virtual environment. This dynamic adjustment ensures that the audio experience remains cohesive and immersive, with sound sources being mixed in real-time to match the evolving virtual scenario. The prioritization controller manages the precedence of audio signal sources, ensuring that more relevant or significant sounds are emphasized in the audio mix based on user focus and source proximity. This approach to audio mixing maintains the auditory integrity of the virtual environment, allowing for a seamless blend of audio signals that enhance the overall immersive experience.
In another embodiment, the adversarial detection module (210) includes an audio analysis unit and a machine learning system. The audio analysis unit scrutinizes audio signals for anomalies that could indicate adversarial audio attacks, employing sophisticated algorithms to detect unusual patterns or signatures within the audio data. The machine learning system is trained to recognize patterns indicative of adversarial attacks, improving detection accuracy over time through learning and adaptation. This dual-component approach ensures robust protection against potential security threats, safeguarding the integrity of the audio experience and preventing disruptions caused by malicious audio inputs. The incorporation of machine learning enhances the system's ability to adapt and respond to new and evolving adversarial tactics, ensuring the virtual environment remains a secure and uninterrupted auditory space.
In an embodiment, the customization interface (212) of the system (200) is designed to enhance user engagement by providing an input mechanism for users to set preferences for audio effects and a user profile manager to store individual user settings for audio customization. This interface allows users to tailor the audio experience to their liking, adjusting parameters such as environmental effect levels, reverberation intensity, and background noise suppression. The user profile manager ensures that these personalized settings are stored and applied consistently, providing a customized audio experience that reflects each user's preferences. By offering users the ability to personalize the auditory aspects of the virtual environment, the customization interface (212) significantly contributes to enhancing user satisfaction and engagement with the virtual space.
FIG. 3 illustrates a flow diagram of an audio processing system to interact with a user and produce customized audio output, in accordance with the embodiments of the present disclosure. Fig. 3 illustrates a flow diagram of an audio processing system to interact with a user and produce customized audio output. The system initiates with a user interaction component (e.g., virtual reality controller or remote control) to receive input from the user. Following this initiation phase, the system generates environmental audio effects, which are artificial sounds that simulate a particular acoustic environment. The audio effects are crafted based on the user’s initial interaction, providing an immersive audio experience that is responsive to the user's settings or requirements. Subsequent to the generation of environmental effects is the Reverberation Simulation component enables simulation of reflection of sounds off surfaces such as walls or objects within an environment, thus creating a sense of space and depth. The reverberation component aims to accurately recreate the acoustic signatures that one would experience in real-life environments. The next stage, various audio tracks and effects are combined, or mixed, adjusting levels, tonality, and spatial positioning, to create a seamless and dynamic auditory scene. This mixing improves overall quality of the audio output, as mixed sound balances the different elements of sound to achieve a harmonious end product. Following the audio mixing, detection component continuously monitors the system for such discrepancies or anomalies that could indicate an attempt to compromise the audio integrity or the system’s operations. The user customization allows the user to personalize the audio output to their preferences. Customization options could range from equalizer settings, volume, specific audio effects, or any other parameters that the user can control to tailor the audio experience to their liking.
FIG. 4 illustrates a sequence diagram that corresponds to the flow of operations between the system components, in accordance with the embodiments of the present disclosure. Process begins with 'user interaction’, where the user interacts with the system, prompting the first module, 'environmental audio effects generation’, to generate specific audio effects tailored to the user's input. The environmental audio effects generation module is responsible for creating artificial sounds that mimic real-world acoustics, an essential feature for immersive audio experiences. The 'reverberation simulation' module adds depth and realism to the audio by simulating the way sound waves reflect and decay in an actual environment. The reverberation effect can greatly influence the listener's perception of space and distance within the audio landscape. Once the environmental effects and reverberation have been established, 'dynamic audio mixing' module blends various audio elements. The dynamic audio mixing module enables that different sounds coalesce in a manner that respects the balance, clarity, and directionality needed for a natural-sounding audio output. After the audio has been mixed, the 'adversarial attack detection' module is initiated to scrutinizes the audio processing pipeline for any signs of malicious interference or anomalies that could undermine the system’s integrity or the authenticity of the audio.
In an embodiment, the disclosed system of present disclosure enhances audio interactions in the metaverse by generating realistic background noise, simulating reverberation, and dynamically mixing audio signals from multiple sources to create a more immersive and coherent audio environment. The authenticity in audio experience is further enriched through the ability to customize environmental effects such as noise levels and reverberation intensity. Additionally, an adversarial attack detection module is included to analyze audio features and detect potential attacks, including deepfakes, thereby protecting users from malicious audio manipulations. The system also utilizes audio synthesis and processing techniques to simulate complex environmental effects, such as spatial audio, which closely matches real-world experiences and significantly reduces vulnerability to spoofing attacks. The system also adapts to user interactions and environmental changes, ensuring a realistic and responsive audio environment. Furthermore, the system also facilitates immersive multi-user interactions by intelligently spatializing audio signals and includes secure communication channels to protect audio data. The dynamic and complex nature of the simulated audio environment makes difficult for attackers to generate convincing audio deepfakes, enhancing both the security and integrity of audio interactions within the metaverse.
In an embodiment, the present system of present disclosure enables simulation of dynamic audio environments in the metaverse incorporates several processes utilized to enhance both the authenticity and security of audio interactions within virtual spaces. Initially, the system utilizes audio synthesis techniques to generate realistic background noise tailored to the user’s virtual location, such as urban sounds for a virtual city setting. The system also employs a reverberation engine to simulate environmental reverberation, adding depth and realism based on the acoustic properties of the virtual surroundings, like a concert hall. Further, users participate in audio interactions, the system dynamically mixes their voices with environmental sounds and other users’ audio, enabling a natural and coherent sound, particularly in complex scenarios involving multiple users. An adversarial attack detection module enhances security by analyzing audio patterns for anomalies that could indicate deepfake attacks or other manipulations. The flexibility to customize environmental audio effects to their liking, allowing adjustments to background noise levels and reverberation intensity to optimize personal audio experiences of user.
Example embodiments herein have been described above with reference to block diagrams and flowchart illustrations of methods and apparatuses. It will be understood that each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, respectively, can be implemented by various means including hardware, software, firmware, and a combination thereof. For example, in one embodiment, each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations can be implemented by computer program instructions. These computer program instructions may be loaded onto a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions which execute on the computer or other programmable data processing apparatus create means for implementing the functions specified in the flowchart block or blocks.
Throughout the present disclosure, the term ‘processing means’ or ‘microprocessor’ or ‘processor’ or ‘processors’ includes, but is not limited to, a general purpose processor (such as, for example, a complex instruction set computing (CISC) microprocessor, a reduced instruction set computing (RISC) microprocessor, a very long instruction word (VLIW) microprocessor, a microprocessor implementing other types of instruction sets, or a microprocessor implementing a combination of types of instruction sets) or a specialized processor (such as, for example, an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a digital signal processor (DSP), or a network processor).
The term “non-transitory storage device” or “storage” or “memory,” as used herein relates to a random access memory, read only memory and variants thereof, in which a computer can store data or software for any duration.
Operations in accordance with a variety of aspects of the disclosure is described above would not have to be performed in the precise order described. Rather, various steps can be handled in reverse order or simultaneously or not at all.
While several implementations have been described and illustrated herein, a variety of other means and/or structures for performing the function and/or obtaining the results and/or one or more of the advantages described herein may be utilized, and each of such variations and/or modifications is deemed to be within the scope of the implementations described herein. More generally, all parameters, dimensions, materials, and configurations described herein are meant to be exemplary and that the actual parameters, dimensions, materials, and/or configurations will depend upon the specific application or applications for which the teachings is/are used. Those skilled in the art will recognize, or be able to ascertain using no more than routine experimentation, many equivalents to the specific implementations described herein. It is, therefore, to be understood that the foregoing implementations are presented by way of example only and that, within the scope of the appended claims and equivalents thereto, implementations may be practiced otherwise than as specifically described and claimed. Implementations of the present disclosure are directed to each individual feature, system, article, material, kit, and/or method described herein. In addition, any combination of two or more such features, systems, articles, materials, kits, and/or methods, if such features, systems, articles, materials, kits, and/or methods are not mutually inconsistent, is included within the scope of the present disclosure.

Claims

I/We claim:

A method (100) for simulating dynamic audio environments in a virtual space, comprising:
receiving user interactions within a virtual environment;
generating environmental audio effects based on a location with the virtual environment;
simulating reverberation effects corresponding to the acoustic properties of the virtual environment;
dynamically mixing audio signals from multiple sources, including a voice of user and environmental sounds;
detecting potential adversarial audio attacks;
allowing user customization of audio effect parameters; and
outputting an immersive audio experience that combines user interaction, environmental effects, and reverberation.
The method (100) of claim 1, wherein generating environmental audio effects further comprises:
analyzing the virtual environment to determine a set of characteristic sounds associated with the location with the virtual environment; and
synthesizing the determined sounds to create a background noise profile.
The method (100) of claim 1, wherein simulating reverberation effects includes:
modeling the acoustic properties of one or more virtual spaces; and
applying a reverberation effect to the audio signals to emulate the modeled acoustic properties.
The method (100) of claim 1, wherein dynamically mixing audio signals involves:
prioritizing audio signals based on source proximity and user focus within the virtual environment; and
adjusting the audio mix in real-time to reflect changes in user interaction and virtual environment dynamics.
A system (200) for simulating dynamic audio environments in a virtual space, the system (200) comprising:
an interaction receiver module (202) configured to capture user interactions within a virtual environment;
an audio effect generator (204) comprising a processor and memory, the processor to execute instructions that analyze the virtual environment and generate environmental audio effects based on a location with the virtual environment;
a reverberation simulator (206) to model and apply reverberation effects to audio signals based on the acoustic properties of the virtual environment, utilizing digital signal processing hardware;
an audio mixing unit (208) with multiple inputs and outputs for dynamically mixing audio signals from the user's voice and environmental sounds, prioritizing based on source proximity and user focus;
an adversarial detection module (210) including a machine learning processor to analyze audio signals and detect patterns indicative of adversarial attacks;
a customization interface (212) with user-accessible controls for adjusting audio effect parameters such as environmental effect levels, reverberation intensity, and background noise suppression; and
an audio output system (214) to deliver an immersive audio experience that combines user interaction, environmental effects, and reverberation.
The system (200) of claim 1, wherein the audio effect generator (204) is further configured to:
execute environmental analysis algorithms to determine a set of characteristic sounds associated with the user's virtual location; and
synthesize a background noise profile from the determined sounds using an audio synthesis module.
The system (200) of claim 1, wherein the reverberation simulator (206) comprises:
an acoustic modeling database storing acoustic properties of various virtual spaces; and
a reverberation processing unit to apply reverberation effects in accordance with the modeled properties.
The system (200) of claim 1, wherein the audio mixing unit (208) includes:
a real-time processing engine to adjust the audio mix dynamically based on user location and interaction within the virtual environment; and
a prioritization controller to manage the precedence of audio signal sources.
The system (200) of claim 1, wherein the adversarial detection module (210) comprises:
an audio analysis unit to scrutinize audio signals for anomalies; and
a machine learning system trained to recognize patterns and improve detection accuracy over time.
The system (200) of claim 1, wherein the customization interface (212) includes:
an input mechanism for users to set preferences for audio effects; and
a user profile manager to store individual user settings for audio customization.

AUDIO ENVIRONMENT SIMULATION FOR VIRATUAL REALITY

The present disclosure provides a method for simulating dynamic audio environments in a virtual space, comprising receiving user interactions within a virtual environment; generating environmental audio effects based on a location within the virtual environment; simulating reverberation effects corresponding to the acoustic properties of the virtual environment; dynamically mixing audio signals from multiple sources, including a voice of user and environmental sounds; detecting potential adversarial audio attacks; allowing user customization of audio effect parameters; and outputting an immersive audio experience that combines user interaction, environmental effects, and reverberation.

Drawings
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FIG. 4
, Claims:I/We claim:

A method (100) for simulating dynamic audio environments in a virtual space, comprising:
receiving user interactions within a virtual environment;
generating environmental audio effects based on a location with the virtual environment;
simulating reverberation effects corresponding to the acoustic properties of the virtual environment;
dynamically mixing audio signals from multiple sources, including a voice of user and environmental sounds;
detecting potential adversarial audio attacks;
allowing user customization of audio effect parameters; and
outputting an immersive audio experience that combines user interaction, environmental effects, and reverberation.
The method (100) of claim 1, wherein generating environmental audio effects further comprises:
analyzing the virtual environment to determine a set of characteristic sounds associated with the location with the virtual environment; and
synthesizing the determined sounds to create a background noise profile.
The method (100) of claim 1, wherein simulating reverberation effects includes:
modeling the acoustic properties of one or more virtual spaces; and
applying a reverberation effect to the audio signals to emulate the modeled acoustic properties.
The method (100) of claim 1, wherein dynamically mixing audio signals involves:
prioritizing audio signals based on source proximity and user focus within the virtual environment; and
adjusting the audio mix in real-time to reflect changes in user interaction and virtual environment dynamics.
A system (200) for simulating dynamic audio environments in a virtual space, the system (200) comprising:
an interaction receiver module (202) configured to capture user interactions within a virtual environment;
an audio effect generator (204) comprising a processor and memory, the processor to execute instructions that analyze the virtual environment and generate environmental audio effects based on a location with the virtual environment;
a reverberation simulator (206) to model and apply reverberation effects to audio signals based on the acoustic properties of the virtual environment, utilizing digital signal processing hardware;
an audio mixing unit (208) with multiple inputs and outputs for dynamically mixing audio signals from the user's voice and environmental sounds, prioritizing based on source proximity and user focus;
an adversarial detection module (210) including a machine learning processor to analyze audio signals and detect patterns indicative of adversarial attacks;
a customization interface (212) with user-accessible controls for adjusting audio effect parameters such as environmental effect levels, reverberation intensity, and background noise suppression; and
an audio output system (214) to deliver an immersive audio experience that combines user interaction, environmental effects, and reverberation.
The system (200) of claim 1, wherein the audio effect generator (204) is further configured to:
execute environmental analysis algorithms to determine a set of characteristic sounds associated with the user's virtual location; and
synthesize a background noise profile from the determined sounds using an audio synthesis module.
The system (200) of claim 1, wherein the reverberation simulator (206) comprises:
an acoustic modeling database storing acoustic properties of various virtual spaces; and
a reverberation processing unit to apply reverberation effects in accordance with the modeled properties.
The system (200) of claim 1, wherein the audio mixing unit (208) includes:
a real-time processing engine to adjust the audio mix dynamically based on user location and interaction within the virtual environment; and
a prioritization controller to manage the precedence of audio signal sources.
The system (200) of claim 1, wherein the adversarial detection module (210) comprises:
an audio analysis unit to scrutinize audio signals for anomalies; and
a machine learning system trained to recognize patterns and improve detection accuracy over time.
The system (200) of claim 1, wherein the customization interface (212) includes:
an input mechanism for users to set preferences for audio effects; and
a user profile manager to store individual user settings for audio customization.

AUDIO ENVIRONMENT SIMULATION FOR VIRATUAL REALITY

Documents

Application Documents

# Name Date
1 202421033184-OTHERS [26-04-2024(online)].pdf 2024-04-26
2 202421033184-FORM FOR SMALL ENTITY(FORM-28) [26-04-2024(online)].pdf 2024-04-26
3 202421033184-FORM 1 [26-04-2024(online)].pdf 2024-04-26
4 202421033184-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [26-04-2024(online)].pdf 2024-04-26
5 202421033184-EDUCATIONAL INSTITUTION(S) [26-04-2024(online)].pdf 2024-04-26
6 202421033184-DRAWINGS [26-04-2024(online)].pdf 2024-04-26
7 202421033184-DECLARATION OF INVENTORSHIP (FORM 5) [26-04-2024(online)].pdf 2024-04-26
8 202421033184-COMPLETE SPECIFICATION [26-04-2024(online)].pdf 2024-04-26
9 202421033184-FORM-9 [07-05-2024(online)].pdf 2024-05-07
10 202421033184-FORM 18 [08-05-2024(online)].pdf 2024-05-08
11 202421033184-FORM-26 [12-05-2024(online)].pdf 2024-05-12
12 202421033184-FORM 3 [13-06-2024(online)].pdf 2024-06-13
13 202421033184-RELEVANT DOCUMENTS [17-04-2025(online)].pdf 2025-04-17
14 202421033184-POA [17-04-2025(online)].pdf 2025-04-17
15 202421033184-FORM 13 [17-04-2025(online)].pdf 2025-04-17