`US 2014/0073429 A1
`Related US. Application Data
`Provisional application No. 61/700,768, filed on Sep,
`13, 2012.
`Int. Cl.
`A63F 9/24
`A63F 13/98
`H04S 3/00
`US. Cl.
`CPC ............... .. A63F 13/02 (2013.01); H04S 3/004
`(2013.01); 1463F23OO/6063 (2013.01)
`Field of Classification Search
`None
`See application fi e for complete search history.
`References Cited
`
`
`
`(12) United States Patent
`(10) Patent N0.:
`US 9,358,454 B2
`Meneses et a].
`Jun. 7, 2016(45) Date of Patent:
`
`
`USOO9358454B2
`
`6/2005 Hussaini et al.
`2005/0124414 A1 *
`2009/0286600 A1 * 11/2009 IIideya
`2011/0065509 A1 *
`3/2011 Rom ...... ..
`
`2011/0130203 A1*
`
`2011/0200217 A1*
`
`2012/0016208 A1 '1‘
`
`2012/0052948 A1 *
`2012/0122577 A1*
`
`8/2011 Gurin ..... ..
`
`3/2012 Soelberg et a1.
`5/2012 Aronzon ....... ..
`
`463/35
`463/35
`. A631‘ 13/02
`463/37
`6/2011 Reiss .................... .. A63F 13/12
`463/35
`.. A61B 5/123
`381/320
`1/2012 Janssen 11111111111 it G06F 17/30764
`600/300
`....... .. 463/35
`. A63F 13/02
`463/36
`.................... .. 381/7
`
`2013/0058494 A1*
`3/2013 Kim et a1.
`
`
`FOR alGN PA1 4N1 DOCUMENTS
`
`
`
`2009/ 1 1 179 8
`
`/2009
`
`OTHER PUBLICATIONS
`
`International Search Report and the Written Opinion for Lnternational
`App No. PCT/US2013/05068‘), mailed Nov, 11, 2013, Authorized
`Ofiicer: Wagner, Judit.
`Ludwig L T et 31.. Extending the Notion of a Window System to
`Audio, Computer IEEE, Aug. 1, 1990, pp. 66-72. US.
`
`* cited by examiner
`
`Primary Examiner 7 Jason Yen
`(74) /1 ltnrney, Agent, or Firm
`Hampton LLP
`
`Sheppard Mullin Richter &
`
`ABSTRACT
`(57)
`According to one embodiment of the technology described
`herein, 8 audio headset system is provided, comprising: a
`speaker; a signal processor configured to process source
`audio received from an audio source, to produce processed
`audio from the source audio, and to output the processed
`audio to the speaker; and a control unit configured to control
`operation of the signal processor according to an audio pro-
`file, wherein the audio prolile causes the signal processor to
`selectively mix, delay, phase shift, and equalize the source
`audio, thereby producing processed audio.
`
`23 Claims, 17 Drawing Sheets
`
`AUDIO HEADSET SYSTENI AND APPARATUS
`
`Applicant: Performance Designed Products LLC,
`Shennan Oaks, CA (US)
`inventors: Antonio Meneses, San Diego, CA (US);
`Gerard Lambert Block, West
`Hollywood, CA (US); Scott Michael
`Terrell. La Mesa, CA (US); Thomas
`John Roberts, Alpine, CA (US)
`Assignee: Performance Designed Products LLC,
`Sherman Oaks, CA (US)
`Subject to any disclaimer, the term 0 I‘ this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 225 days.
`Appl. N0.: 14/025,694
`Filed:
`Sep. 12, 2013
`Prior Publication Data
`
`Notice:
`
`(2006.01)
`(2014.01)
`(2006.01)
`
`
`
`U.S. PATENT DOCUMENTS
`
`6,021,206 A *
`2003/0161479 A1
`2005/0068571 A1*
`
`2/2000 McGrath ..................... .. 381/310
`8/2003 Yang et a1.
`3/2005 Hart
`................. .. H04N 1/00283
`3 5 8/1 .15
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`MICROSOFT CORP. EX. 1012
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`settings that cause the signal processor to enhance audio
`
`Interactive software programs, such as video games and the
`like, typically allow the user (e.g., a slayer of a video game,
`otherwise (nown as a galner) to interact with the software
`program using a variety of periphera s.
`For example, for today’s typical desktop or laptop com-
`puter, a popular form ofuser input is through a keyboard and
`mouse. Within the realm ofvideo games, the preferred form
`of input is through use of a game controller of one form or
`another. In one example, a controller might be a handheld
`controller that has input features such as a plurality ofbuttons,
`analog joysticks, a D-pad directional control, motion sensors
`(e.g., accelerometers), as well as others that provide a means
`for a gamer (i.e., video game player) to input desired control
`commands to the Video game software In turn, the inputted
`control commands would typically affect the game activity on
`the video screen. Example controllers include those for a
`Sony® PlayStation®, Microsoft® XBOX 360®, or Nin-
`tendo® Wii® gaming console, which are connected to the
`gaming console through a wire or Wirelessly and comprises
`multiple buttons (for example X, 0, A, or X, A, B, Y buttons,
`trigger buttons) and directional inputs (e.g., analog joysticks,
`four—way l)—Pads). Other Video game controllers include
`those built
`into hand—held game systems (e.g., Nintendo
`DS®, Sony® PSP®). For some of these controllers, such as
`the controllers for the Nintendo® Wii® gaming console, the
`controllers are also equipped with sensors that allow the
`gaming console to detect, among other things, when a con-
`troller is moving, in What manner a controller is moving, and
`the location of a controller with respect to a display output
`device. Such features enhance the gaming experience by
`inerea sing the level interaction between a gamer and a gam—
`ing console.
`Another important aspect of the interaction is the audio of
`the video game. Typically, video game audio (also referred to
`herein as “game audio”) includes audio generated by a video
`game, usually during game play, and may also include musi-
`cal soundtracks, sound effects and other audio that accompa—
`nies the game play. The importance of game audio during
`game play for a particular video game may depend on the
`video game type or the type of gamer interactions involved
`during game play. For example, in certain types of video
`games, such as puzzles, game audio may serve to enhance the
`game play but may not be crucial for proper gamer interaction
`with the video game. In contrast, certain video games, such as
`music— based games, are substantially or entirely audio—based,
`and game audio is integral to game play and necessary for
`proper gamer interaction.
`Then there are those video games that are in the middle of
`these two types of video games, where game audio is not
`
`1
`AUDIO HEADSET SYSTEM AND APPARATUS
`
`
`
`
`CROSS-REF A R ENC A TO R ET ATED
`APPLICATIONS
`
`
`
`This application claims the benefit of U.S. Provisional
`Patent Application Ser. No. 61/700,768, filed Sep. 13, 2012,
`entitled “Audio Headset System and Apparatus," which is
`hereby incorporated herein by reference.
`
`TECHNICAL FIELD
`
`The technology described herein relates to audio systems,
`and more particularly, some embodiments relate to headsets
`configured with sound processing.
`DESCRIPTION OF TH E RAT ATED ART
`
`
`
`
`
`
`
`US 9,358,454 B2
`
`2
`necessary during game play but can play an important or even
`crucial role in achieving favorable results in the video game.
`For example, While playing a first-person shooter, the ability
`for a gamer to hear sounds of his or her surrounding environ-
`ment may be important. Such sounds might include, for
`example, footsteps of approaching enemies, weapons fire,
`doors opening, vehicles and other game audio. These sounds
`could be important in anticipating a gamer’s next move,
`determining what a gamer‘ s next response will be in the video
`game, or when the gamer’s next response in the video game
`will be performed (i.e., determine the gamer’ 5 response time).
`For example, in a first-person shooter, when a gamer hears
`footsteps approaching from behind, the gamer may react by
`turning their character around to investigate. As another
`example, while playing a driving simulator, the ability for a
`gamer to hear the engine revolutions during game play could
`be beneficial in assisting the gamer in timing gear shifts.
`Accordingly, in video games where game audio plays a role in
`gamerinteraction, gamers couldbeneflt from game audio that
`is enhanced in accordance with the video game being played.
`
`
`
`BRIEF SUMMARY OF EMBODIMENTS
`
`
`
`The present application provides for systems, methods,
`and apparatuses relating to audio headsets having sound pro-
`cessing. According to one embodiment of the technology
`described herein, an audio headset system is provided, com-
`prising: a speaker; a signal processor configured to process
`source audio received from an audio source, to produce pro-
`cessed audio from the source audio, and to output the pro—
`cessed audio to the speaker; and a control unit configured to
`control operation of the signal processor according to an
`audio profile (also known as a sound profile), wherein the
`audio profile causes the signal processor to selectively mix,
`delay, phase shift,
`three dimensionally expand (i.e., 3D
`expand) and equalize the source audio, thereby producing
`processed audio.
`Depending on the embodiment, the audio source may be a
`Video gaming console or a computer. For some of those
`embodiments where the audio source is a video gaming eon—
`sole or a computer, the audio headset system may be entirely
`powered by such video game console or computer. For
`example, the audio headset system may be powered by way of
`a Universal Serial Bus (USB) connection with the video game
`console or computer, which may also be providing the audio
`headset system with audio data.
`In some embodiments, the audio headset system selec—
`tively mixes, delays, phase shifts, and equalizes by, for
`example: equalizing a frequency response characteristic of a
`band in the source audio according to the audio profile,
`thereby producing a first equalized audio; filtering and mix-
`ing the first equalized audio according to the audio profile,
`thereby producing a first mixed audio; delaying and phase
`shifting the first mixed audio according to the audio profile,
`thereby producing a first delay shifted audio; equalizing a
`second frequency response characteristic of a second band in
`the first delay shifted audio according to the audio profile,
`thereby producing a second equalized audio; mixing the sec-
`ond equalized audio,
`thereby producing a second mixed
`audio; equalizing a third frequency response characteristic of
`a third band in the second mixed audio, thereby a third equal—
`ized audio; and mixing the third equalized audio, thereby
`producing the processed audio.
`In some embodiments, the audio profile corresponds to a
`specific game title or a specific game type, and comprises
`
`MICROSOFT CORP. EX. 1012
`Page 19 of 33
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`
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`processed audio.
`
`3
`during game play. For example, the audio profile may cause
`the signal processor to provide three—dimensional (3D) audio
`as the processed audio.
`Depending on the embodiment, the source audio may com-
`prise a plurality of audio channels that the signal processor
`converts into processed audio. The processed audio may com-
`prise a left processed audio channel and a right processed
`audio channel. For example,
`in embodilnents where the
`speaker of the audio headset system includes a left speaker
`and a right speaker, the processed audio may comprise a left
`processed audio channel to be outputted to the left speaker,
`and a right processed audio channel to be outputted to the
`right speaker.
`In order to store the audio profile, and possibly other data,
`on the audio headset system, in some embodiments, the audio
`headset system further comprises a computer readable
`medium used to store and retrieve the audio profile and other
`data used by the audio headset system to operate. For
`example,
`the control unit may be further configured to
`retrieve and use audio profiles from the computer readable
`medium, to receive audio profiles from a computing device
`and store such audio profiles on the computer readable
`medium, or to transmit the audio profile from the computer
`readable medium to the computing device. With such fea—
`tures, some embodiments of the present technology allow
`users of the audio headset system to download or create new
`audio profiles on a personal computer, and upload such audio
`profiles to the audio headset system for use. Such embodi-
`ments could also allow users of the audio headset system to
`retrieve audio profiles stored on the audio headset system and
`save them (e.g., backup) to a personal computer.
`In further embodiments, the audio headset system further
`comprises a microphone. The microphone may be provided
`to the user through a boom, which may be attached to the
`housing of at least one of the speakers. In embodiments
`having a microphone, the signal processor may be further
`configured to relay chat audio from the microphone to a game
`console or a computer. In other embodiments, the signal
`processor may be further configured to process microphone
`audio (i.e., chat audio) from the microphone before relaying
`the microphone audio to a game console (e.g., to process chat
`audio before transmitting it to other gamers in the video
`game, or suppress backgrotmd noise picked up by the micro-
`phone). Additionally, the audio headset system may be con-
`figured to connect to a game controller that is in communica-
`tion with the gaming console, and the control unit may be
`further configured to detect when the audio headset system is
`connected to the game controller, and instruct the signal pro—
`cessor to relay microphone audio (i.e., chat audio) from the
`microphone to the game console via the game controller.
`In other embodiments, the signal processor is further con-
`figured to relay chat audio from the game console to the
`speaker. In some such embodiments, the audio headset sys-
`tem may be configured to connect to a game controller that is
`in communication with the gaming console, and the control
`unit may be further configured to detect when the audio
`headset system is comiected to the game controller, and
`instruct the signal processor to mix chat audio with processed
`audio before the processed audio is output to the speaker.
`In additional embodiments, the audio headset system fur-
`ther comprises an input component (e.g., buttons, switches,
`knobs, touch pad) configured to allow a user to select from a
`plurality of audio profiles, to currently apply to the source
`audio, to adjust a current audio profile, or to enable or disable
`application of the audio profile. In further embodiments, the
`audio headset system further comprises an auxilic
`7 audio
`input configured to receive a secondary source audio and
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`US 9,358,454 B2
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`4
`output the secondary source audio to the speaker as unproc—
`essed audio. For example, auxiliary audio may be mixed with
`processed audio before being outputted to the speakers (e.g.,
`possibly mixed using the DSP) or replace the source audio
`altogether (e.g., based on user preference). To assist a user in
`operating the audio headset system, in some embodiments,
`the audio headset system further compri ses a display config-
`ured to display operational parameters (e.g., volLune settings,
`audio profile selection and settings, power on/off, auxiliary
`audio input on’off, etc.) of the audio headset system.
`Depending on the embodiment, the arrangement and con—
`figuration ofthe components ofthe audio headset system may
`vary. For example, in some embodiments, the audio headset
`system comprises a headset, the headset comprising one or
`more speakers, the signal processor and the control unit. The
`headset may further comprise the user input components, and
`display for the audio head set system. The head set may further
`comprise the microphone, which may be provided to a user
`throuin a boom attached to the headset body (e.g., speaker
`housing).
`For other embodiments, the audio headset system has a
`bifurcated configuration Where, for example, the audio head-
`set system comprises: a first signal processor configured to
`process source audio received from an audio source, produce
`processed audio, and output
`the processed audio to the
`speaker: and a second signal processor configured to receive
`digital audio from the audio source, decode the digital audio
`to analog audio, and output the analog audio to the first signal
`processor as source audio. With such a configuration, an
`embodiment
`is capable of pre—processing and decoding
`source audio outputted in known audio encoding formats
`before the sound audio is enhanced for output to the speakers
`ofthe audio headset system. Dolby Digital®, Dolby Digital®
`EX, Dolby Digital® Plus, and Dolby Digital® Live are some
`of the formats commonly outputted by game consoles.
`Depending on the embodiment, the first signal processor may
`be housed in a headset, the second signal processor may be
`housed in an external component (sometimes referred to
`herein as a “headset receiver unit" or just “receiver unit”)
`separate from the headset, and the external component would
`connect between the audio source and the headset. The exter-
`nal component may be further configured to provide power
`from the audio source (e.g., game console) to the headset
`(e.g., external component comiects to game console’s USB
`port, and provides power from the USB port to the audio
`headset). The external component may also be controlled and
`operated either by the control unit that controls the first signal
`processor, or by a separate second control unit. As described
`herein, a bifurcated configuration could allow the headset to
`be more comfortable for the headset user (e. g., headset is less
`bulky and heavy by displacing components and audio source
`connections to a separate receiving unit), or allow the headset
`to connect to the audio source Wirelesst When the audio
`source does not readily provide a wireless connection to the
`headset (e.g., the bifurcated system could use Bluetooth® to
`connect the headset to the audio source).
`According to one embodiment ofthe technology described
`herein, a audio headset is provided, comprising: a speaker; a
`signal processor configured to process source audio received
`from an audio source, produce processed audio from the
`source audio, and output the processed audio to the speaker;
`and a control unit configured to control operation ofthe signal
`processor according to an audio profile, wherein the audio
`profile causes the signal processor to selectively mix, delay,
`phase shift, and equalize the source audio, thereby producing
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`5
`According to further embodiments, various operations
`described above are implemented as a method or using a
`computer module, which may be embedded in the audio
`headset system or existing external to the audio headset. For
`example, components of some embodiments may utilize a
`computer program product comprising a computer useable
`medium having computer program code embodied therein for
`controlling a sound and signal processing accordance with
`aspects of the technology as described herein.
`Other features and aspects of the present technology will
`become apparent from the following detailed description,
`taken in conjunction with the accompanying drawings, which
`illustrate, by way of example, the features in accordance with
`embodiments of the technology described herein. The sum—
`mary is not intended to limit the scope of the present technol-
`ogy, which is defined solely by the claims attached hereto.
`
`>
`
`1
`
`6
`FIGS. 13A, 13B, 14, 17—19, and 21—28 are screenshots of
`example settings for component of a signal processor in
`accordance with some embodiments of the technology dis-
`closed herein.
`FIGS. 15, 16, 20, and 29 are charts illustrating equaliyer
`settings for a signal processor in accordance with some
`embodiments of the teclmology disclosed herein.
`FIG. 30 illustrates an example computing module for
`implementing various components of embodiments of the
`teclmology disclosed herein or for use with various embodi-
`ments of the teclmology disclosed herein.
`The figures are not intended to be exhaustive or to limit the
`present technology to the precise form disclosed. It should be
`understood that the technology described herein can be prac—
`ticed with modification and alteration, and that the technol-
`ogy described herein be limited only by the claims and the
`equivalents thereof.
` DESCRIPTION OF EMBODIM.:NI S OF TH.
`
`
`
`
`TECHNOLOGY
`
`in a first-person-shooter, such sounds include footsteps, gun-
`
`Embodiments of the present teclmology relate to an audio
`headset that includes audio processing or audio enhancement
`features. Before describing embodiments in detail, however,
`it is useful to describe a few example environments with
`which the embodiments can be implemented. One such
`example is that of a gaming system used by one or more video
`game players, or gamers, to play computer games or video
`games. FIG. 1 is a block diagram illustrating a generalized
`version of a gaming system 100 as one example of an envi-
`romnent with which the embodiments can be implemented.
`Referring now to FIG. 1, the example gaming system includes
`a gaming console 102, a monitor 106, and gaming controllers
`104. The illustrated example also includes an interface to a
`communication medium or communication network 108
`such as, for example, the internet or other communication
`channel.
`In one enviromnent, gaming console 102 might be imple-
`mented as a PlayStation®, Xbox®, GameCube®, Wiil'M or
`other like gaming console. In another implementation, gam—
`ing console 102 might be implemented as a personal com—
`puter or other like computing device. A gaming console 102
`would typically include a processor or other computing
`device providing the ability to allow gaming applications,
`which are typically software applications, to be run thereon. A
`gaming application might be installed, for example, through
`the use of CD ROM drives, DVD drives, or other storage
`medium or communications interfaces. Typically, a gaming
`console 102 can be analogized to a computer or computing
`system to run the gaming software. In another environment,
`the gaming console 102 might be implemented as a personal
`computer.
`A monitor 106 is typically provided to allow the gaming
`environment to display to the gamer during game play. Moni-
`tor 106 can also be used to display menus and other features
`to the gamer to enhance the game play environment. Various
`interfaces might be provided between gaming console 102
`and monitor 106 to provide the proper Video signal to drive
`monitor 106. For example, RGB, NTSC. VGA, and other
`signal types or specifications can be used to provide commu-
`nications between gaming console 102 and monitor 106.
`Although not illustrated, speakers can also be provided,
`typically with monitor 106, to provide game audio to the
`gamer during game play and during set up. For example, the
`. game audio may comprise a game sotmdtrack (i.e., music
`from the game), sounds generated during the game play (e.g.,
`
`
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`
`
`The technology disclo sed herein, in accordance with one or
`more various embodiments, is described in detail with refer—
`ence to the following figures. The drawings are provided for
`purposes of illustration only and merely depict typical or
`example embodiments of the disclosed technology. These
`drawings are provided to facilitate the reader’s understanding
`of the disclosed technology and shall not be considered lim-
`iting of the breadth, scope, or applicability thereof. It should
`be noted that for clarity and ease ofillustration these drawings
`are not necessarily made to scale.
`F G. 1 is a block diagram illustrating a generalized version
`ofa gaming system as one example of an environment with
`which the some embodiments of the technology disclosed
`herein can be implemented.
`F G. 2 is a block diagram illustrating an example audio
`heac set system in accordance with some embodiments ofthe
`technology disclosed herein.
`F G. 3 depicts an example audio headset with which some
`embodiments of the technology disclosed herein can be
`implemented.
`F G. 4 is a block diagram illustrating an example audio
`heac set receiver in accordance with some embodiments ofthe
`technology disclosed herein.
`F G. 5 is a block diagram illustrating an example compo-
`nent of an audio headset in accordance with some embodi-
`ments of the technology disclosed herein.
`F G. 6 depicts an example software graphical user inter—
`face that can be utilized with some embodiments o f the tech—
`nology disclosed herein.
`
` F G. 7 depicts example graphical output by a display .
`
`embedded in an audio headset in accordance with some
`embodiments of the technology disclosed herein.
`F G. 8 is a block diagram illustrating an example signal
`processor algorithm in accordance with some embodiments
`of the teclmology disclosed herein.
`F G. 9 is a block diagram illustrating an example stereo
`fader that can be used in some embodiments ofthe technology
`disc osed herein.
`F G. 10 is a block diagram illustrating an example audio
`enhancement component utilized in some embodiments of
`the technology disclosed herein.
`F G. 11 is a block diagram illustrating an example phase
`shift and delay network utilized in some embodiments of the
`technology disclosed herein.
`F GS. 12A and 12B are block diagrams illustrating
`example mixer networks utilized in some embodiments ofthe
`technology disclosed herein.
`
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`US 9,358,454 B2
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`directed toward audio headsets comprising a signal processor
`
`7
`shots, and sounds generated by the game play environment; in
`a driving game, such sounds include noise from the player’s
`car, noise generated by other players cars, noise from the
`track), or other audible information. Depending on the game
`console, the game audio may be outputted to a speaker built
`into the game console (e.g., such as in a handheld game
`console), or outputted to another device configured to receive
`the game audio and output it to a speaker. For example, in one
`embodiment, monitor 106 might be implemented as a televi—
`sion with built in speakers that is connected to the gaming
`console via a coaxial or other audio and video input. In
`another embodiment, game console 102 may be configured to
`output game audio to an audio receiver or amplifier (e.g.,
`home stereo system) that, in tum, outputs the game audio to
`one or more speakers around the gamer.
`Where game audio is outputted to another device for
`speaker output (e.g., output to a television with built in speak—
`ers, or audio receiver), game console 102 may output the
`game audio as analog audio or digital audio, For example. for
`analog audio, game console 102 maybe configured with a 3.5
`nun TRS (tip-ring-sleeve)jack or connector to connects game
`console 102 to an external speaker, headphones, or a headset
`combining a microphone and two or more speakers (e.g.,
`headset 105). In other examples, game console 102 may be
`configured with audio phono jacks or connectors (e.g., RCA
`connectors, multiple TRS comiectors) to connect game con-
`sole 102 to a compatible audio receiver or television that can
`output the game audio.
`With respect to digital audio, game console 102 may utilize
`standard or customized analog or digital audio interfaces. For
`example, game console 102 may utilize digital audio inter—
`connects, such as S/PDIF (Son/Philips Digital Interconnect
`Format) over a RCA coaxial cable or over a TOSLINK fiber
`optic cable, to output game audio to a television or an audio
`receiver. Game console 102 may also utilize computer digital
`communication standards, such as Universal Serial Bus
`(USB), to carry and output the digital audio to an intended
`audio recipient (e. g., television, audio receiver, speaker sys-
`tem, etc.).
`'Ihe digital audio described herein may be encoded in one
`(or more) of a variety of digital audio formats (i.e., digital
`audio encodings) that compresses one or more discrete audio
`channels into one or more digital data streams that are carried
`to an audio device (e.g., receiver) for eventual decoding and
`
`output. Example digital audio encoding schemas include
`those developed by Dolby Laboratories, Inc., such as Dolby
`Digital® (also referred to as Dolby 5.1 or AC—3) Dolby Digi—
`tal® EX, Dolby Digital® Plus, and Dolby Digital® Live, and
`those developed by DTS, Inc., such as DTS Connect. Addi—
`tionally, before outputting the game audio, some game con-
`soles may up-convert (i.e., transform) game audio containing
`a low number ofaudio channels into game audio containing a
`higher number of audio cham1e1s. For example, technology
`such as Dolby® Pro Logic H from Dolby Laboratories, Inc.,
`could be used by game console 102 to transfomi game audio
`containing stereo sound (i.e., containing two audio channels)
`into game audio containing 3 or more channel sound (e.g.,
`stereo sound to 5.1 channel surrotmd sound).
`Further, with respect to audio, the illustrated environment
`contains a headset 105, comprising a microphone and
`speaker, connected to game console 102. Though the illus-
`trated headset comprises only one speaker, it should be under—
`stood that other headsets could also be utilized with game
`console 102,
`including headsets equipped with mult