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How Audio Systems Prioritize Sounds for Better Playback

This patent describes how audio systems can sort sounds into important and less important categories, then use different processing power for each to make complex audio, like movie soundtracks, sound better on various speakers.

Granted 2023ActiveExpires 2041Owned by Dolby Laboratories LicensingInvented by Alan J. Seefeldt, Joshua Brandon Lando, Freddie Sanchez

Original patent title: “Methods and systems for rendering audio based on priority”

Plain-English explanation by SahiLast reviewed · October 3, 2026

This patent describes how audio systems can sort sounds into important and less important categories, then use different processing power for each to make complex audio, like movie soundtracks, sound better on various speakers. Granted to Dolby Laboratories Licensing in 2023 with 10 claims, and it is expected to expire in 2041.

Coverage

What does this patent actually cover?

The patent describes a method for an audio system to handle complex audio efficiently. It receives an "input audio bitstream" (ClaimclaimA numbered sentence at the end of a patent that legally defines what the inventor owns. The most important section.Read more → 1) that contains both "static channel-based audio" (like traditional stereo or surround sound tracks) and at least one "dynamic object" (individual sounds that can move, like a buzzing bee or a gunshot). Each dynamic object has a "priority value." The system then checks this priority value against a "priority threshold value" to decide if the dynamic object is "low-priority" or "high-priority." High-priority objects, like a character's dialogue, are sent to a "second rendering process" (Claim 1) that uses more powerful resources, such as a processor with "increased memory bandwidth" (Claim 5). Low-priority objects, like background ambient sounds, go to a "first rendering process" (Claim 1) that uses different, potentially less demanding, memory processing. The static channel-based audio is processed separately. After rendering, the audio can go through "post-processing" (Claim 2), including "virtualization" (Claim 4) to make sounds seem like they're coming from above, even on speakers without height channels, like a soundbar.

The gap

What does this patent NOT cover?

  • Audio systems that do not classify dynamic audio objects based on a priority value.
  • Systems that process all dynamic audio objects using the same rendering process or memory resources.
  • Audio rendering where static channel-based audio is processed dependently on dynamic object classification.
  • Systems that do not include dynamic audio objects alongside channel-based audio in the input bitstream.
  • Systems that do not perform virtualization for height cues on limited-height speakers.

These exclusions are unique to PatentBrief — derived from the actual claim language, not patent-office boilerplate.

Key facts

Patent numberUS 11765535
StatusActive
FieldConsumer Electronics
AssigneeDolby Laboratories Licensing
InventorsAlan J. Seefeldt, Joshua Brandon Lando, Freddie Sanchez
Filed2021
Granted2023
Expires2041
Claims10
Times cited0
LitigationNone on record
Value · $34K–$108KMinimal

What made this novel

The core innovation is intelligently assigning different processing resources based on the *priority* of individual dynamic audio elements. By dedicating more powerful processing to crucial sounds and less to background elements, the system can achieve high-quality immersive audio efficiently without needing a supercomputer for every playback device.

The Patent Drawing

Representative patent drawing for Methods and systems for rendering audio based on priority (US 11765535)
Representative figure · US 11765535All figures on Google Patents →
Methods and systems for render…(Primary claim)consumer electronicssoftwaretelecommunicationsgaming

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 enabled soundbars

02

Home theater receivers with object-based audio support

03

Streaming services delivering adaptive audio content (e.g., Netflix, Apple TV+)

04

Gaming consoles with advanced audio engines

Why it matters

The bigger picture

Modern immersive audio formats, like Dolby Atmos, use many individual "audio objects" in addition to traditional channels. This patent provides a way to manage the computational load of these complex soundtracks, ensuring that the most important sounds are always rendered with the highest fidelity, especially on devices with limited processing power. This helps deliver a consistent, high-quality audio experience across various playback systems, from full home theaters to compact soundbars.

Filed

November 24, 2021

Granted

September 19, 2023

Market context

Who's building on this

Companies in this space

Dolby Laboratories Licensing Corp. itself is the assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more → and a leader in this field. Companies like Samsung, LG, Sony, and Vizio integrate Dolby's adaptive audio technologies into their soundbars and home theater systems. Streaming platforms such as Netflix, Disney+, and Apple TV+ deliver content using these advanced audio formats.

Market impact

This technology helps enable the widespread adoption of immersive audio formats like Dolby Atmos by making them more efficient to process. It allows manufacturers to create more affordable sound systems that can still deliver a premium 3D audio experience, even with limited hardware. This has driven innovation in home entertainment and streaming audio, making advanced sound accessible to more consumers.

Claim 1 — Plain English

What this patent covers

The patent describes a method for an audio system to handle complex audio efficiently. It receives an "input audio bitstream" (Claim 1) that contains both "static channel-based audio" (like traditional stereo or surround sound tracks) and at least one "dynamic object" (individual sounds that can move, like a buzzing bee or a gunshot). Each dynamic object has a "priority value." The system then checks this priority value against a "priority threshold value" to decide if the dynamic object is "low-priority" or "high-priority." High-priority objects, like a character's dialogue, are sent to a "second rendering process" (Claim 1) that uses more powerful resources, such as a processor with "increased memory bandwidth" (Claim 5). Low-priority objects, like background ambient sounds, go to a "first rendering process" (Claim 1) that uses different, potentially less demanding, memory processing. The static channel-based audio is processed separately. After rendering, the audio can go through "post-processing" (Claim 2), including "virtualization" (Claim 4) to make sounds seem like they're coming from above, even on speakers without height channels, like a soundbar.

The clever bit

The core innovation is intelligently assigning different processing resources based on the *priority* of individual dynamic audio elements. By dedicating more powerful processing to crucial sounds and less to background elements, the system can achieve high-quality immersive audio efficiently without needing a supercomputer for every playback device.

What it does not cover

  • Audio systems that do not classify dynamic audio objects based on a priority value.
  • Systems that process all dynamic audio objects using the same rendering process or memory resources.
  • Audio rendering where static channel-based audio is processed dependently on dynamic object classification.
  • Systems that do not include dynamic audio objects alongside channel-based audio in the input bitstream.
  • Systems that do not perform virtualization for height cues on limited-height speakers.

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

0/40

No citations yet

Claim breadth

7/20

Moderate scope

Recency

20/20

Granted within 5 years

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

Minimal

$34K – $108K

Midpoint $68K · 15.1 yr remaining · industry ×1.5

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

10 claims as filed with the patent office.

Concepts involved

ClaimPrior artNon-obviousnessNoveltySpecificationAssigneePatent term

Citations

Patent lineage

Cites earlier patents

44

earlier patents this invention cites as foundations

View prior art →

Cite this patent

Seefeldt, A. J., Lando, J. B., & Sanchez, F. (2023). How Audio Systems Prioritize Sounds for Better Playback (U.S. Patent No. 11,765,535). U.S. Patent and Trademark Office. https://patentbrief.org/patent/us/11765535/methods-and-systems-for-rendering-audio-based-on-priority

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 Audio Systems Prioritize Sounds for Better Playback cover?

This patent describes how audio systems can sort sounds into important and less important categories, then use different processing power for each to make complex audio, like movie soundtracks, sound better on various speakers.

Who owns patent US 11765535?

Dolby Laboratories Licensing owns this patent, granted in 2023.

When does this patent expire?

This patent is expected to expire on November 24, 2041, when the invention enters the public domain.

What problem does this patent solve?

Modern immersive audio formats, like Dolby Atmos, use many individual "audio objects" in addition to traditional channels. This patent provides a way to manage the computational load of these complex soundtracks, ensuring that the most important sounds are always rendered with the highest fidelity, especially on devices with limited processing power. This helps deliver a consistent, high-quality audio experience across various playback systems, from full home theaters to compact soundbars.

What does this patent NOT cover?

Audio systems that do not classify dynamic audio objects based on a priority value.

Same assignee

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Last reviewed: October 3, 2026 · PatentBrief is not a law firm and this is not legal advice.