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.
Patent Number
US 10743125
Status
Active
Filing Date
September 26, 2017
Grant Date
August 11, 2020
Expiration
September 26, 2037
Claims
17
Assignee
Dolby Laboratories Licensing
Inventors
Joshua B. Lando, Stewart Murrie, Alan Seefeldt, C. Phillip Brown, Sripal S. Mehta, Spencer Hooks, Brett G. Crockett
Citations
1 forward · 33 backward
What it 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.
What it doesn't 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).
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.
Why it matters
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.
Real-world examples
- 1.Dolby Atmos home theater systems
- 2.Gaming headsets with spatial audio features
- 3.Soundbars with virtual surround sound
- 4.Streaming services offering immersive audio tracks
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US 10743125 · 2026