How a Device Renders Immersive Sound Objects Using Speaker Virtualization
Dolby's patent describes an audio processing system that takes individual sound elements, like a buzzing bee, and places them precisely in a 3D space using smart software that makes speakers sound like they are in different locations.
Original patent title: “Audio processing apparatus with channel remapper and object renderer”
Dolby's patent describes an audio processing system that takes individual sound elements, like a buzzing bee, and places them precisely in a 3D space using smart software that makes speakers sound like they are in different locations. Granted to Dolby Laboratories Licensing in 2020 with 17 claims and 1 forward citation, and it is expected to expire in 2037.
Coverage
What does this patent actually cover?
This patent describes an audio processing apparatus that handles both traditional multichannel audio and newer object-based audio. It receives various inputs, including "channel metadata," "object metadata," "multichannel audio signals," and "object audio signals" (ClaimclaimA numbered sentence at the end of a patent that legally defines what the inventor owns. The most important section.Read more → 1). An audio decoder first processes these signals. Then, a "channel remapper" adjusts traditional multichannel audio to fit the specific speaker setup in a room. Crucially, an "object renderer" takes individual sound objects, like a specific voice or a car engine, and places them in a virtual 3D space. It does this by using the "spatial position and size" information from the object metadata to select a specific "dynamic speaker virtualization algorithm" from many options and then fine-tunes that algorithm to make the sound appear exactly where it should be (Claim 1). Finally, the system outputs these processed audio signals.
The gap
What does this patent NOT cover?
- Does not cover systems that only process traditional multichannel audio without also handling object-based audio signals and their associated metadata.
- Does not cover audio rendering systems that use a single, static speaker virtualization algorithm instead of dynamically selecting from multiple options.
- Does not cover systems where the speaker virtualization algorithm's parameters are not dynamically controlled based on the audio object's spatial position and size.
- Does not cover the physical speaker array setup itself, nor the specific act of reflecting sound off room surfaces, as these are not part of the claimsclaimsThe numbered statements at the end of a patent that legally define what the inventor owns.Read more →.
- Does not cover systems that render audio objects without considering their 'size' parameter, as both 'spatial position and size' are specified for algorithm selection and control (ClaimclaimA numbered sentence at the end of a patent that legally defines what the inventor owns. The most important section.Read more → 1).
These exclusions are unique to PatentBrief — derived from the actual claim language, not patent-office boilerplate.
Key facts
What made this novel
The truly clever part is the system's ability to dynamically choose and control specific speaker virtualization algorithms based on an audio object's exact spatial position and size. This allows for highly realistic and flexible placement of individual sounds within a listening environment, going beyond fixed channel-based audio.
The Patent Drawing

Schematic visualization of the patent's claim structure. Hand-drawn diagrams in progress for each landmark patent.
Where you've seen this
Real-world examples
Dolby Atmos home theater systems
Gaming headsets with spatial audio features
Soundbars with virtual surround sound
Streaming services offering immersive audio tracks
Why it matters
The bigger picture
This technology is fundamental to creating immersive sound experiences in home theaters, gaming, and virtual reality. By precisely placing sounds in a 3D space, it makes movies and games feel more realistic and engaging. Dolby Laboratories, the assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more →, is a leader in this field, and this patent contributes to the sophisticated audio processing found in modern entertainment systems.
Filed
September 26, 2017
Granted
August 11, 2020
Market context
Who's building on this
Companies in this space
Dolby Laboratories Licensing continues to be a primary innovator and licensor in this space, with their Dolby Atmos technology being a leading example of object-based spatial audio. Other companies in consumer electronics, such as Sony, Samsung, and LG, integrate similar advanced audio rendering capabilities into their televisions, soundbars, and home theater systems.
Market impact
This patent's technology has contributed to the widespread adoption of immersive audio formats like Dolby Atmos in consumer electronics. It has enabled a new level of realism in home entertainment, influencing how content is produced and consumed. The ability to precisely place sounds has become a key differentiator for high-end audio products and streaming services, driving innovation and competition in the audio technology market.
Claim 1 — Plain English
What this patent covers
This patent describes an audio processing apparatus that handles both traditional multichannel audio and newer object-based audio. It receives various inputs, including "channel metadata," "object metadata," "multichannel audio signals," and "object audio signals" (Claim 1). An audio decoder first processes these signals. Then, a "channel remapper" adjusts traditional multichannel audio to fit the specific speaker setup in a room. Crucially, an "object renderer" takes individual sound objects, like a specific voice or a car engine, and places them in a virtual 3D space. It does this by using the "spatial position and size" information from the object metadata to select a specific "dynamic speaker virtualization algorithm" from many options and then fine-tunes that algorithm to make the sound appear exactly where it should be (Claim 1). Finally, the system outputs these processed audio signals.
The clever bit
The truly clever part is the system's ability to dynamically choose and control specific speaker virtualization algorithms based on an audio object's exact spatial position and size. This allows for highly realistic and flexible placement of individual sounds within a listening environment, going beyond fixed channel-based audio.
What it does not cover
- Does not cover systems that only process traditional multichannel audio without also handling object-based audio signals and their associated metadata.
- Does not cover audio rendering systems that use a single, static speaker virtualization algorithm instead of dynamically selecting from multiple options.
- Does not cover systems where the speaker virtualization algorithm's parameters are not dynamically controlled based on the audio object's spatial position and size.
- Does not cover the physical speaker array setup itself, nor the specific act of reflecting sound off room surfaces, as these are not part of the claims.
- Does not cover systems that render audio objects without considering their 'size' parameter, as both 'spatial position and size' are specified for algorithm selection and control (Claim 1).
Patent timeline
Application submitted to the patent office
Application published, typically 18 months after filing
Patent officially issued
Patent enters public domain
PatentBrief Score
Impact Score
Early stage
Citation count
6/40
Early citations
Claim breadth
11/20
Broad claimsclaimsThe numbered statements at the end of a patent that legally define what the inventor owns.Read more →
Recency
10/20
Granted 5–10 years ago
Assignee scale
0/20
Independent or smaller assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more →
PatentBrief Impact Score — based on citation count, claim breadth, recency, and assignee scale. Not a legal assessment.
Heuristic Value Estimate
What this patent might be worth
$68K – $218K
Midpoint $137K · 11.1 yr remaining · industry ×1.4
Heuristic only — blends forward/backward citation counts, claim scope, time remaining, litigation history, and CPC-derived industry baseline. Real valuations need a professional appraisal.
Claim text not yet imported for this patent
The original legal language
Original claims
17 claims as filed with the patent office.
Concepts involved
Citations
Patent lineage
Cite this patent
Lando, J. B., Murrie, S., Seefeldt, A., Brown, C. P., Mehta, S. S., Hooks, S., & Crockett, B. G. (2020). How a Device Renders Immersive Sound Objects Using Speaker Virtualization (U.S. Patent No. 10,743,125). U.S. Patent and Trademark Office. https://patentbrief.org/patent/us/10743125/audio-processing-apparatus-with-channel-remapper-and-object-renderer
Auto-generated from the patent record. Double-check author order and the issue date against the official USPTO document before submitting.
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Common Questions
Frequently Asked Questions
What does How a Device Renders Immersive Sound Objects Using Speaker Virtualization cover?
Dolby's patent describes an audio processing system that takes individual sound elements, like a buzzing bee, and places them precisely in a 3D space using smart software that makes speakers sound like they are in different locations.
Who owns patent US 10743125?
Dolby Laboratories Licensing owns this patent, granted in 2020.
When does this patent expire?
This patent is expected to expire on September 26, 2037, when the invention enters the public domain.
What is patent US 10743125 cited by?
This patent has been cited by 1 later patents that build on its ideas.
What problem does this patent solve?
This technology is fundamental to creating immersive sound experiences in home theaters, gaming, and virtual reality. By precisely placing sounds in a 3D space, it makes movies and games feel more realistic and engaging. Dolby Laboratories, the assignee, is a leader in this field, and this patent contributes to the sophisticated audio processing found in modern entertainment systems.
What does this patent NOT cover?
Does not cover systems that only process traditional multichannel audio without also handling object-based audio signals and their associated metadata.
Same assignee
More from Dolby Laboratories Licensing
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