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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.

Granted 2020ActiveExpires 2037Owned by Dolby Laboratories LicensingInvented by Joshua B. Lando, Stewart Murrie, Alan Seefeldt + 4 more

Original patent title: “Audio processing apparatus with channel remapper and object renderer

Plain-English explanation by SahiLast reviewed · August 4, 2026

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

Patent numberUS 10743125
StatusActive
FieldConsumer Electronics
AssigneeDolby Laboratories Licensing
InventorsJoshua B. Lando, Stewart Murrie, Alan Seefeldt and 4 others
Filed2017
Granted2020
Expires2037
Claims17
Times cited1
LitigationNone on record
Value · $68K$218KModest

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

Representative patent drawing for Audio processing apparatus with channel remapper and object renderer (US 10743125)
Representative figure · US 10743125All figures on Google Patents →
Audio processing apparatus wit…(Primary claim)consumer electronicssoftwaretelecommunicationsmedia entertainment

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

01

Dolby Atmos home theater systems

02

Gaming headsets with spatial audio features

03

Soundbars with virtual surround sound

04

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

Filing

Application submitted to the patent office

Publication

Application published, typically 18 months after filing

Grant

Patent officially issued

Expiration

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

Modest

$68K$218K

Midpoint $137K · 11.1 yr remaining · industry ×1.4

Adjust inputs →

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

ClaimPrior artNon-obviousnessNoveltySpecificationAssigneePatent term

Citations

Patent lineage

Cites earlier patents

33

earlier patents this invention cites as foundations

View prior art →

Cited by later patents

1

later patents that build on this invention

View patents →

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

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Last reviewed: August 4, 2026 · PatentBrief is not a law firm and this is not legal advice.