throbber
(12) United States Patent
`Heredia
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`lllllllllllllllllllllllllllllllllll
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`US006241612B1
`(io) Patent No.: US 6,241,612 Bl
`(45) Date of Patent:
`Jun. 5, 2001
`
`(54) VOICE COMMUNICATION DURING A
`MULTI-PLAYER GAME
`
`(75) Inventor: Rafael Heredia, Easley, SC (US)
`
`(73) Assignee: Cirrus Logic, Inc., Austin, TX (US)
`
`( * ) Notice: Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 0 days.
`
`(21) Appl. No.: 09/188,122
`(22) Filed: Nov. 9, 1998
`Int. Cl.7
`(51)
`
` A63F 13/00; A63F 9/24;
`G06F 17/00; G06F 19/00
` 463/42; 463/40; 463/41;
`(52) U.S. Cl
`704/200; 704/201; 704/270; 704/275; 725/18;
`725/20; 725/118; 725/148; 725/127
`(58) Field of Search
` 463/42, 40, 41,
`463/35; 704/201, 200, 203, 270, 275; 725/18,
`20, 118, 127, 148, 149
`
`(56)
`
`4,569,026
`5,026,051
`5,526,354
`5,530,599
`5,530.699
`5,538,255
`5,556,107
`
`References Cited
`U.S. PATENT DOCUMENTS
`2/1986 Best
`6/1991 Lowe et al
`6/1996 Barraclough et al
`6/1996 Kline
`6/1996 Kline
`7/1996 Barker
`9/1996 Carter
`
` 364/521
` 273/435
` 370/62
` 370/62
` 370/62
` 463/41
` 463/35
`
` 463/41
` 370/263
` 463/43
` 463/41
` 463/42
` 434/35 X
` 463/42 X
` 395/200.34 X
`
`12/1996 Menashe
`5,586,937
`4/1997 Richter et al
`5,623,490
`5/1997 Gagin et al
`5,630,757
`5,685,775
`11/1997 Bakoglu et al
`12/1997 Fennell, Jr. et al
`5,695,400
`5,807,109 * 9/1998 Tzidon et al
`5,947,825 * 9/1999 Horstman et al
`5,956,485 * 9/1999 Perlman
`OTHER PUBLICATIONS
`Hunt, Trujillo, Orvis, "Structural and Electrical Character­
`istics of Silicon Field-Emission Microelectronic Devices,”
`IEEE Transactions on Electron Devices, vol.38, No. 10, pp.
`2309-2313, Oct. 1991.
`* cited by examiner
`
`Primary Examiner—-Jessica J. Harrison
`Assistant Examiner—Binh-An D. Nguyen
`(74) Attorney, Agent, or Firm—Robert P. Bell; Peter
`Rutkowski
`ABSTRACT
`(57)
`Real-time synchronized voice communications during a
`multi-player game is disclosed. A server is connected to
`client computers, players. Players can speak into a micro­
`phone and have their voice transmitted to all players or a
`select few. Digitized voice communications are transmitted
`along with other game data. Player speech and game data is
`synchronized and reproduced in the same order it was
`captured.
`
`2 Claims, 3 Drawing Sheets
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`U.S. Patent
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`U.S. Patent
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`US 6,241,612 Bl
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`1
`VOICE COMMUNICATION DURING A
`MULTI-PLAYER GAME
`FIELD OF THE INVENTION
`The present invention relates to the field of computer
`games. In particular, the present invention relates to net­
`worked multi-player computer games which are played over
`a local area network or the Internet. Still more particularly
`to synchronized voice communication during a multi-player
`game.
`
`BACKGROUND OF THE INVENTION
`Computer games have long driven computer technology.
`The intense graphics and processing requirements of most
`computer games have stretched the limitations of
`processors, graphics controllers and the like. Moreover,
`computer games have fueled the market for so-called mul­
`timedia computers which include audio and video process­
`ing elements. A typical multimedia computer may be
`equipped with a microphone, stereo speakers, an advanced
`graphics controller with 2 or 3-D rendering capabilities, and
`real-time video imaging (e.g., MPEG-2 or the like). In
`addition, such computers may be provided with powerful
`audio processing capabilities including spatial imaging, sur­
`round sound, and the like. Typical home computers may be
`purchased with all such features at a fairly nominal cost.
`Multi-player computer games have long been known in
`the art. Typical prior art SEGA and NINTENDO home
`entertainment systems may be provided with two or more
`control interfaces to allow multiple players to play a com­
`puter game against each other or in combination against the
`computer system within the game device. When players are
`in the same room, they may interact verbally with one
`another, as well as through the game interface. However
`both players utilize the same video device, sound device,
`and CPU.
`Multi-player gaming through networks or over phone
`lines has long been known in the art. Before widespread
`acceptance of the Internet, multi-player games played over
`bulletin board systems (BBS’s) were well known. Unlike
`SEGA and NINTENDO each player has their own video
`device, sound device, and CPU. However, when the players
`are not located in the same room, the verbal interaction
`between players is non-existent. Verbal interaction only
`exists when users are in the same physical location within
`ear shot of each other.
`Some games provide a technique whereby messages can
`be transmitted between players by using a special command,
`then typing a message and sending it to all players.
`However, the time taken to type such a message would
`distract the player from game playing. As a result the player
`might lose the game while attempting to communicate with
`another player, due to the fact that these multi-player games
`are played in real-time.
`Baker U.S. Pat. No. 5,538,255, issued Jul. 23, 1996
`discloses a voice communication controller for transmitting
`a speech signal via microphone between two players of a
`computer game connected to each other via an analog phone
`line. However the image control commands and analog
`microphone signals are transmitted at alternate moments in
`time to share the same phone line. The speech is not
`synchronized with the game leaving a delay between the
`game play and the speech. The ’255 patent does not allow
`for more than two players and moreover does not teach
`playing over a computer network or the like.
`Carter, U.S. Pat. No. 5,556,107, issued Sep. 17, 1996
`provides each player with audio intended for that player,
`
`2
`independent of other players. Speech between players is not
`provided for, only audio originating from the computer
`game is transmitted to game controllers having headphones
`attached.
`In more recent times, multi-player games have expanded
`with the widespread acceptance of the Internet. Various
`websites such as the MPLAYER server (www.mplayer.com)
`have been established as a clearinghouse for multi-player
`gaming. Players may log on to the website and play very
`sophisticated computer games over the Internet against
`players at remote locations. Games such as Quake, Warcraft,
`Starcraft, Duke Nukem, Motor Racer, Monster Truck Mad­
`ness and the like have become extremely popular. Moreover,
`games based upon traditional sports such as hockey,
`baseball, and the like have also become popular in multi­
`player modes. The Internet has allowed people from all over
`the world to play with, or compete against, each other.
`Thus, multi-player computer games, played over the
`Internet or other networks lack some of the real-time inter­
`action experienced by players playing a multi-player com­
`puter game in the same room. In particular, Internet or other
`network players cannot talk to one another in real-time to
`encourage, disparage, strategize, scheme, or otherwise share
`their enjoyment of the computer game.
`With the wide spread introduction of multimedia
`computers, new uses for the Internet and other networks are
`constantly being found. For example, Internet telephony
`techniques have been established using the audio capabili­
`ties of a typical multimedia computer. Using the microphone
`and speakers of a computer, a player can log on to the
`Internet and communicate with a remote Internet player
`verbally. Audio signals are received from the player’s
`computer, digitized, and transmitted over the Internet where
`they are replayed at a receiver’s speakers. Using such a
`technique, "telephone calls” can be placed over the Internet
`at very little or no expense. In addition, other forms of audio
`and video conferencing have been established over the
`Internet using multimedia computer capabilities. Using such
`techniques, a number of players may simultaneously interact
`through the Internet or other type of network sending audio
`signals to one another and/or video images.
`SUMMARY OF THE INVENTION
`The present invention relates to a technique for providing
`voice communication and other selective audio in a multi­
`player computer game played over a computer network. In
`the preferred embodiment, a microphone is provided at a
`player’s computer which receives voice messages in real­
`time. These messages are either used to operate the player’s
`computer game, or are transmitted along with player input
`signals (from joystick, keyboard, and the like) over a com­
`puter network (local area network, Internet, or the like) to a
`central server or servers. The server or servers transmit data
`to a number of other players on the network playing the
`same computer game. The data comprises player position
`information and other game data as well as voice packet
`data. The server program can customize the data sent to each
`individual player. Thus, the audio comments and reactions
`of one player are relayed over the network to other players.
`Each player’s computer decodes the voice packet data and
`plays back voice messages over an audio system in real­
`time. The voice packet data is transmitted in the same packet
`as other data such that the game data and voice data is
`synchronized. If a player shouts then shoots, all networked
`players will hear the shout before the shot.
`Each player can either receive selective data or select
`which data to replay as it is received by the computer.
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`Therefore, a player is able to speak to a select number of
`players as opposed to all players. As an example, when
`playing on teams, team members may only hear other team
`members until they are in ear shot of opposing players.
`Spatial imaging and echo cancellation techniques may be
`implemented, preferably at the player’s computer, to provide
`a number of special effects and features. Echo cancellation
`may be used to prevent feedback of the player’s voice from
`the player’s computer speakers through the microphone.
`Spatial imaging may be used in combination with player
`position data to provide a realistic positioning of an oppo­
`nent’s voice within the game’s soundtrack. Thus, as a player
`approaches or recedes from another player in the computer
`game, the voice may be amplified or attenuated proportion­
`ally. Moreover, spatial imaging techniques may provide a
`sense of depth to locate the player’s voice based upon the
`player’s location within the computer game. Doppler shift
`effects may also be provided, for example in an auto race
`game or the like, to provide a realistic vocal effect when one
`player passes by another at a high rate of speed.
`In an additional embodiment, voice commands may be
`used as an input to the computer game. A player’s micro­
`phone may receive voice commands for player input (e.g.,
`move, fire, and the like) in place of or in addition to joystick
`or keyboard command inputs.
`In another additional embodiment, each of the networked
`players software is capable of acting as the server does in the
`preferred embodiment described above. One player would
`choose the games parameters such as number of players,
`types of weapons, and other game specific parameters. Once
`the parameters are set up and transmitted to all players
`software, all player data can flow through one players game
`program, or else each players program will individually
`transmit data to all players. Therefore a server independent
`from the players game programs is not required.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`FIG. 1 is a block diagram illustrating interaction between
`a plurality of client computers in a central server computer
`in multi-player gaming.
`FIG. 2 is a diagram illustrating the time division multi­
`plexing of audio signals and game command signals.
`FIG. 3 is a block diagram illustrating, in more detail, some
`of the components of FIG. 1.
`
`DETAILED DESCRIPTION OF THE
`INVENTION
`The present invention allows for audio signals to be
`transmitted to and from a server computer by a game playing
`client through the Internet or other type of network such as
`a local area network. These audio signals may be transmitted
`to other client computers where they may be combined or
`modified to produce a real-time audio commentary accom­
`panying the game. The present invention takes advantage of
`the increased capabilities of modern multimedia computers
`to achieve this effect. Full duplex capabilities allow players
`to speak to other players and hear other player comments
`simultaneously.
`FIG. 1 is a block diagram illustrating a number of client
`computers coupled via network to a server computer. Four
`client computers A, B, C, and D are shown by way of
`example only, as may be readily appreciated by one of
`ordinary skill in the art. Any number of client computers
`may be coupled directly or indirectly to server E via network
`connections 110, 120, 130, and 140.
`
`4
`Game software may be loaded onto each clients com­
`puter: A, B, C, and D. Such gaming software may be
`purchased independently, retrieved as a java applet or simi­
`lar browser embedded code, or downloaded through net­
`work links 110,120,130, and 140. Note that for purposes of
`illustration, the actual structure of the network in FIG. 1 is
`illustrated schematically only. Actual connectivity between
`clients A, B, C, and D and server E may occur through a
`number of separate links or servers, and the like as illus­
`trated by the broken lines in connections 110,120, 130, and
`140 Moreover, multiple servers E may be used, coupled
`together appropriately to serve a number of additional
`clients.
`Since each of client computers A, B, C, and D are
`provided with a copy of the game software, complex image
`data, texture maps, sounds, and the like are already loaded
`onto client computers A, B, C, and D. Thus, network links
`110, 120, 130, and 140 are not required to download such
`data on a continuous basis. Rather, server E only needs to
`transmit data to clients A, B, C, and D to synchronize game
`play and voice communications among the client computers.
`Thus, for example, in a role-playing game, where players
`interact or fight with one another over a topographical
`landscape, interconnected rooms, or the like, server E con­
`tinuously provides data to each of client computers A, B, C,
`and D indicating the relative spatial coordinates of each
`player within the game domain, along with status data for
`each player. In addition, other data may be transmitted
`indicating whether a player has fired or used a weapon or, if
`the game is played against server computer E, whether
`server computer E, through its virtual minions, has attacked
`or fought players of client computers A, B, C, and D.
`As noted in the background of the invention, other data
`may also be transmitted. For example, each of client com­
`puters A, B, C, and D may transmit messages in text format
`between one another. However, as noted above, transmission
`of such text messages during playing of a live action game
`can be cumbersome and impair the player’s ability to play
`the game.
`FIG. 3 is a block diagram illustrating, in more detail, some
`of the components of FIG- L For purposes of illustration,
`only client computers A and B are illustrated. However,
`client computers C and D may be provided with the same or
`similar components.
`In the present invention, each of client computers A, B, C,
`and D may be so-called multi-media computers provided
`with CPUs 330,335. Client computers A and B may be
`provided with microphones 320,325 as well as a speakers
`380,385. Note that for the purposes of illustration, speakers
`380,385 are shown as single speakers. However, speakers
`380,385 may comprise two or more speakers in a stereo,
`surroundsound, or other type of spatial imaging output. In
`addition, client computers A and B may be provided with
`audio outputs to interface to home entertainment system
`electronics or the like.
`Client computers A and B may also be provided with other
`multimedia input devices such as cameras 370,375 and
`joysticks 360,365. In addition, more traditional input
`devices such as keyboards 340,345 and mice 350,355 may
`also be provided. Images for the computer games may be
`displayed on monitors 310,315.
`Each player A,B may communicate verbally into micro­
`phones 320,325 and such data may be digitized in CPUs
`330,335 and transmitted through network links 110,120 to
`server computer E. Server computer E may mix and retrans­
`mit such audio data as part of the game data to each of client
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`computers A, B, C, and D. Server computer E may also act
`as a communications port, transmitting data to each client
`computer allowing the client computers game program to
`decipher which data to use and which data to discard.
`FIG. 2 is a diagram illustrating the time division multi­
`plexing of game data. Since game data comprises little more
`than player position and other numerical indicia, the band­
`width required for real-time game playing over a network is
`very small. Thus, there is a large amount of available
`bandwidth for transmitting additional data such as voice or
`other audio data. Moreover, as demonstrated by Internet
`telephony and teleconferencing techniques, audio data may
`be transmitted in real-time or near real-time over the Internet
`or other types of networks within the bandwidth limitations
`of such networks.
`FIG. 2 illustrates the data stream transmitted either to or
`from a client computer A, B, C, or D to server computer E.
`Data may be divided into a number of different blocks
`(packets) which may be transmitted in sequence. At the end
`of the sequence, the sequence is repeated over again for as
`long as the game is played or the player is connected to the
`gaming server.
`The first element in the sequence of FIG. 2 comprises
`voice data 210. Note that this element is shown as occurring
`first within the frame of data for purposes of illustration
`only. In practice, each of the data elements may be placed in
`any particular order.
`Voice data 210, when transmitted from client A, B, C, or
`D to server E, may comprise the voice or audio data received
`from the player’s microphone. Server E may mix that voice
`data with other voice and audio data received from the
`remaining clients A, B, C, or D. Thus, in the in voice
`segment 210 of FIG. 2 as transmitted from server E to clients
`A, B, C, and D, they comprise a mixed data signal for each
`of players A, B, 0, and D. This voice segment 210 may be
`mixed in a number of ways.
`For example, the audio signals could just be mixed using
`predetermined levels to produce a single audio, output. In
`another embodiment, voice segment 210 may be further
`time division multiplexed to provide separate audio data
`channels for each of players A, B, C, and D. The use of
`separate audio channels may be useful in spatial imaging of
`voice and audio data, as will be explained below.
`The remaining fields 220,230,240,250 comprise prior art
`data fields. Fields 220, 230, 240, and 250 are shown by way
`of illustration only. These data fields may comprise any
`number of prior art data fields known for transmitting game
`information. For example, field 220 may comprise three
`dimensional location information. Field 220 may include
`location information for a player, if the data is being
`transmitted from a client A, B, C, or D to server E.
`If the data stream is from server E to client A, B, C, and
`D, field 220 may comprise three dimensional location infor­
`mation for each player represented by clients A, B, C, and
`D. Field 230 may represent function field, illustrated here as
`"gun.” This data field may indicate weapon status, whether
`fired, where fired, and the like. This field may also include
`other action data or data for other types of weapons. Again,
`if the data is being transmitted from client to server, the data
`may comprise only the updated client action information.
`From the server to the client, data field 230 may include data
`representing action information for all clients.
`In a similar manner, field 240 may include score data and
`the like. Field 250 may include other data, including text
`message data and other information transmitted in the prior
`art. In addition, field 250 may also include timing data. Such
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`timing data may be needed to synchronize each of client
`computers A, B, C, and D such that the game is played back
`in real-time on each computer in a synchronized fashion.
`Such timing signals may also be needed to ensure that voice
`signals 210 are played back in the appropriate order such
`that a voice and an action occur in proper sequence. Thus,
`for example, if a player shouts at another player and then
`shoots them, it should play back on the opponent’s computer
`in the correct order, rather than being shot first and then
`hearing the shout.
`In the preferred embodiment in the present invention,
`most processing of audio occurs within client computers A,
`B, C, and D. While it is possible to provide audio processing
`within server E, client computers A, B, C, and D, if provided
`with multimedia hardware and/or software, may already
`possess the resources necessary to process audio data.
`Thus, echo cancellation features normally found in mul­
`timedia computers may be utilized to prevent feedback of a
`player’s voice from a client computer speakers to client
`computer microphone. For example, a player will not hear
`their voice reproduced in their speakers, the player will only
`hear other players voices emanating from their speakers.
`Similarly, spatial imaging or surround sound processing
`may be provided in client computers A, B, G, and D to
`provide realistic audio processing. Thus, for example, in a
`role playing computer game, if a player enters a virtual
`"room” and shouts, the computer may generate an appro­
`priate echo based upon the dimensions of the virtual "room.”
`Moreover, if other players are present in the virtual "room”,
`their voice will appear, through the use of spatial imaging,
`to come from a location in that room.
`Thus, the present invention provides a much more real­
`istic game playing experience. In a role playing game, even
`if the player cannot see an opposing player, he may be able
`to locate or have a general idea where the player is located
`based upon the player’s voice. If a player is located at a far
`distance, their voice may be heard, although attenuated
`corresponding to the distance the opposing player is from
`the player. For example, player A will hear player B’s voice
`louder than player C’s voice if player B is one foot away and
`player C is 10 feet away.
`Similarly, other types of audio effects may be produced.
`For example, if an opposing player is in an adjoining room,
`their voice may be heard, although muffled using audio
`effects. Similarly, when playing on teams, team members
`may only hear other team members until they are in ear shot
`of opposing players. Voice communications may only be
`replayed by the game program of the intended player.
`In addition, in high-speed games, such as auto racing
`games and the like, Doppler shift effects may be applied to
`an opposing player’s voice such that if an opposing player
`were to speed by a player, there voice would appear to shift
`in frequency according to well known Doppler effects.
`Applying such spatial imaging and other audio processing
`techniques may be performed using a number of known
`techniques. In a simplest form, voice packet 210 of FIG. 2
`may be time division multiplexed into a number of separate
`"channels” each representing the voice or audio signals
`produced by a different client A, B, G, and D. Using the 3-D
`location data field 220 for each of client A, B, G, and D, a
`client computer A, B, C, or D can determine the relative
`location of each player and process the corresponding audio
`track accordingly.
`Thus, for example, if one of the opponent players is
`nowhere near the player, the audio track for that opponent
`player may be completely deleted or severely attenuated or
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`muffled. A player will only hear audio data from those
`players in the immediate vicinity. Also, if player B speaks to
`player A and player A’s coordinates are such that player B
`is standing behind player A, player B’s voice would be
`reproduced from the rear speakers behind player A, when
`using a surround sound speaker system.
`A software function within the computer game may be
`provided to allow a player to call out to a player who is not
`normally within ear shot as determined by the bounds of the
`virtual environment.
`Using a multichannel embodiment for player audio data
`allows each client computer A, B, C, and D to process audio
`data in a separate fashion. However, other embodiments may
`be used. A mixed signal or multichannel signal may be
`transmitted in field 210 which may be separately spatially
`processed by each of client computers A, B, C, and D. Such
`an embodiment may reduce the amount of data necessary to
`be transferred and may be more readily implemented in
`games where the virtual environment is limited in scope.
`In addition, audio data can simply be mixed and replayed
`such that each player will hear the comments of the other
`players in a similar manner as in prior art television com­
`puter games where players sitting in the same room may
`exchange comments with one another. In such an
`embodiment, spatial processing may not be necessary, as the
`purpose is only to allow players to exchange their comments
`during the game playing.
`In an alternative embodiment, server E may receive audio
`data from each of clients A, B, C, and D and generate a
`specific audio track for each of clients A, B, C, and D. Such
`an embodiment places additional processing burdens on
`server E. However, with a high power server such burdens
`are not unreasonable. In such a situation, the data stream of
`FIG. 2 may be customized for each of clients A, B, C, and
`D. In other words, each of clients A, B, C, and D do not
`receive the same data stream but rather a unique data stream
`containing data only for the respective client.
`Server E may thus generate an audio data field 210 which
`includes properly spatially imaged audio corresponding to
`the locations of each player represented by clients A, B, C,
`and D. In addition, server E can also perform echo cancel­
`lation functions merely by deleting input from the appro­
`priate client to prevent feedback.
`In yet another additional embodiment, each of the net­
`worked players software is capable of acting as the server
`does in the preferred embodiment described above. Players
`connect to one another using their IP addresses. If a server
`is used, it only distributes IP addresses to each players
`program to start the game then performs no additional
`functions. One player then chooses the games parameters
`such as number of players, types of weapons, and other
`game specific parameters. Once the parameters are set up
`and transmitted to all players, all player data can flow
`through one players game program or each players program
`will individually transmit data to all players. Therefore a
`server independent from the players game programs is not
`required.
`As noted above, typing messages into a computer during
`a computer game can be very distracting, often resulting in
`the player loosing control of the game. Many computer
`games use keyboard commands to activate certain features,
`particularly in sophisticated games where player has a
`number of different weapons or options available. A player
`can become completely distracted trying to type in a key­
`board command or remember which key on the keyboard
`corresponds to a particular weapon or control command. As
`a result, the realism of the game is somewhat attenuated.
`
`5
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`8
`As a corollary to the present invention, the audio features
`of client computers A, B, C, and D may be utilized to allow
`verbal input of commands. Audio recognition software such
`as the DRAGON™ voice recognition software is well
`known in the art. Using such software modules, a player can
`use a verbal command to engage a particular weapon or
`feature of the computer game. Such commands may be
`proceeded with a particular code word such as “command”
`to distinguish them from verbal signals sent to other players.
`In the alternative, the player may press a button on a joystick
`or key on the keyboard to indicate a verbal command is
`being entered.
`Such a feature prevents such commands from being
`transmitted as audio signals to other players and tipping
`them off of the player’s intent. Such commands also allow
`players to selectively choose to speak to only one other
`player or a select group of players. Moreover, the use of a
`command keyword or button prevents opponent players
`from attempting to confuse a player’s computer by issuing
`such commands through the audio link of the present
`invention.
`It will be readily seen by one of ordinary skill in the art
`that the present invention fulfills all of the objects set forth
`above. After reading the foregoing specification, one of
`ordinary skill will be able to effect various changes, substi­
`tutions of equivalents and various other aspects of the
`invention as broadly disclosed herein. It is therefore
`intended that the protection granted hereon be limited only
`by the definition contained in the appended claims and
`equivalents thereof.
`For example, in the preferred embodiment, voice data and
`game data are time division multiplexed in the same data
`stream. However, it is entirely within the spirit and scope of
`the present invention to provide voice data and game data as
`separate data streams. For example, in Digital Subscriber
`Line (DSL) applications, enhanced bandwidth amy be avail­
`able for sending data and voice (or even image) as two
`separate data streams, or as a number of separate data
`streams using an ADSL (Asymmetrical Digital Subscriber
`Line) modem or the like. Such systems take advantage of the
`broad bandwidth available in a conventional telephone con­
`nections beyond the traditional bandwidth of POTS (plain
`old telephone service) signals.
`Thus, for example, a LAN may be provided using the
`enhanced bandwidth of a DSL, using an ethernet protocol or
`the like. Thus, data signals (voice or game data) may be sent
`locally, even within the same house or building, using
`conventional telephone lines as a data path, while still
`leaving the POTS signals undisturbed. Similarly, data sig­
`nals (voice or game data) may be transmitted over conven­
`tional power lines by filtering out the 60 Hz power signal.
`Thus, for example, two computer gaming systems may be
`coupled together in a low-cost network by using existing
`wiring within the home or office.
`What is claimed is:
`1. A video game system for providing real-time synchro­
`nized audio during a multi-player game, comprising:
`a plurality of game player client computers, each includ­
`ing a player voice input means for inputting a player
`voice and producing a player voice signal for that game
`player client computer;
`a server computer; and
`a network connecting said plurality of game player client
`computers with said server computer, for transmitting
`data between plurality of game player client computers
`and the server computer,
`
`Epic Games Ex. 1025
`Page 8
`
`

`

`US 6,241,612 Bl
`
`9
`wherein each of said plurality of game player client
`computers further comprises a first data processing and
`transfer program, residing in each of the plurality of
`game player client computers, for processing video
`game data, converting the player voice signal into
`player voice data, combining video game data with
`player voice data into data packets and transmitting the
`data packets over said network to said server computer,
`wherein said server computer further comprises a second
`data processing and transfer program, residing within
`said server computer, for receiving the data packets
`from each of the plurality of game player client
`computers, combining the data packets from each of
`the plurality of game player client computers into a
`combined data packet including combined

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