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`
`US 20030216178AI
`
`(no United States
`(i2) Patent Application Publication (io> Pub. No.: US 2003/0216178 Al
`Nov. 20,2003
`Danieli et al.
`(43) Pub. Date:
`
`(54) USE OF MULTIPLE PIAYER REAL-TIME
`VOICE COMMUNICATIONS ON A GAMING
`DEVICE
`
`(76) Inventors: Damon V. Danieli, Clyde Hill, WA
`(US); Roxana Gabriela Anima.
`Seattle, WA (US)
`
`Correspondence Address:
`I AW OFFICES OF RONALD M. ANDERSON
`Suite 507
`600 - 108th Avenue N.E.
`Bellevue, WA 98004 (US»
`
`(21) Appl. No.
`
`10/147.578
`
`(22) Filed:
`
`May 16. 2002
`
`Publication Classification
`
`(51) I nt. Cl.7
`
`..
`
`A63F 13/00
`
`(52) US. Cl
`
` 463/35
`
`(57)
`
`ABSTRACT
`
`A game console capable of communicating with other game
`consoles over a link or network is provided with a head­
`phone and microphone for each player who will engage in
`voice communication Verbal communications directed to
`one or more other players arc converted to pulse code
`modulated (PCM) digital data and are encoded and com­
`pressed in real-time, producing data packets that are trans­
`mitted to another game console. I Tie compressed data pack­
`ets are decompressed and decoded, producing PCM data that
`are converted to an analog signal that drives a headphone of
`the intended recipient. Players can selectively mute voice
`communications to and from a specific other player. The
`PCM data can be encoded in a round-robin fashion that
`reduces the number of encoders required. Apredcfincd level
`of computing resources is used for voice communication to
`avoid aversely affecting the quality of game play.
`
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`Patent Application Publication Nov. 20,2003 Sheet 1 of 13 US 2003/0216178 Al
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`100
`
`FIG. 2
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`160
`
`FIG. 4
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`220d
`
`220c.
`
`220b.
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`FIG. 7
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`FIG. 8
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`FIG. 9 A
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`FIG. 9B
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`FIG. 11
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`Patent Application Publication Nov. 20, 2003 Sheet 13 of 13 US 2003/0216178 Al
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`GAME. REALM
`
`SEND FEEDBACK
`
`BACK
`
`SELECT
`444
`FIG. 13A
`
`442
`
`FIG. 13
`
`432
`
`,450
`
`452
`
`GAME.REALM
`
`SEND FEEDBACK
`
`442
`
`SELECT
`
`BACK
`
`444
`FIG. 13B
`
`,450
`
`454
`
`442
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`US 2003/0216178 Al
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`Nov. 20. 2003
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`1
`
`USE OF MULTIPLE I’lAYER REAL-TIME VOICE
`COMMUNICATIONS ON A GAMING DEVICE
`
`FIELD OF HIE INVENTION
`[0001] The present invention generally relates to commu­
`nication between players of an electronic game; and more
`specifically, pertains to a multiplayer electronic game sys­
`tem that facilitates voice communication between players
`using one or more multiplayer electronic gaming devices,
`including voice communication over a network that conveys
`data between the multiplayer electronic gaming devices that
`arc coupled together to enable the player to participate in a
`game
`
`BACKGROUND OF THE INVENTION
`[0002] When playing a non-eleclronic game with one or
`more other people, for example, a card game such as bridge,
`the social interaction arising through verbal communication
`between the players during the game typically adds much to
`the enjoyment of the game. Verbal communication is also
`often an clement of game play, since comments made by a
`player to an opponent during a game can have the effect of
`causing the opponent to lose concentration and perform
`poorly, while comments made to team members can provide
`encouragement, thereby improving their quality of play.
`Verbal communication between persons playing games is
`thus clearly an important element of the gaming experience.
`[0003] The verbal repartee between players that is so
`important to game play was initially missing when players
`first began to play electronic games over the Internet and
`other network links. Players al different sites were generally
`not able to communicate with each other, because their
`personal computers (PCs) only communicated data related
`to the play of a game over the network. The loss of the verbal
`communication and related social interaction that is such an
`important aspect of games played by people at the same
`location thus caused games played over the Internet to be
`less interesting. To address this problem, hardware and
`software solutions were developed that support voice com­
`munications between PCs over the Internet or other network
`during game play. At about the same time, techniques were
`developed to convey voice over the Internet or other net­
`works (i.e., voice over IP) to enable communications
`between parties connected by the network without incurring
`the cost of conventional telephone long distance calls. This
`work resulted in the creation of various protocols supporting
`voice over IP communication, including the 11.323 specifi­
`cation, Session Initiation Protocol (SIP), and Media Gate­
`way Control Prolocol'Media Gateway (onlrolkr (MG( P
`MEGACO) specification. The techniques developed for
`voice over IP are generally applicable to and have been used
`in schemes to enable verbal communications between play­
`ers of PC electronic games over a network. Examples of
`systems that provide voice communication between con­
`nected PCs during game play include Microsoft Corpora­
`tion’s SIDE WINDER GAME VOICE™. Mindmakcr,
`Inc.’s GAME COMMANDER 2™ device and software,
`TEAMSOUND™ software, GameSpy Industries’ ROGER
`W1LCO™ software, and Alienware Technology's FIRST
`CONTACT™ software. The voice communication provided
`by these products greatly adds to the enjoyment of playing
`games on PCs that arc connected over the Internet or other
`networks. Some of these systems operate in peer-to-peer
`
`mode, in which voice data arc transferred over the network
`directly between PCs, while others require a voice server
`that receives the voice data from one game player's PC and
`forwards the voice data over the network to one or more
`other PCs that arc connected to the network for playing the
`game.
`[0004] Since these systems provide communication for
`only one player per PC. each PC produces its own network
`stream of voice data, and this network stream is directed to
`other PC of each other player (or to the voice Server, which
`then directs the voice data to the PC of each other player).
`This approach thus produces a substantial network data
`overhead.
`[0005] Currently, none of the prior art systems for PC
`game voice communication enable multiple players per PC
`in a game played over the Internet or other network and
`therefore, the prior art does not support muhiplaycr-per-PC
`voice communication functionality. Also, if such multi­
`player PC systems were developed using existing voice
`communication protocols for several players on a PC, they
`would likely require an excessive amount of computational
`resources Allocating the required resources to voice com­
`munication for all players of the game on a PC might well
`have an adverse effect on the quality of game play, unless the
`PC had a very fast processor, lots of memory, and a fast
`video driver card.
`[0006] In contrast to PCs, dedicated game consoles often
`do not have the processing power and available memory of
`a powerful PC, so this problem is of even greater concern in
`developing a scheme to support voice communications by
`multiple players on each game console. It would be desirable
`to allocate a lixed level to the requirements for memory and
`other computer resources needed for voice communication,
`independent of the number of players who arc capable of
`voice communication on the game Console, as appropriate
`for the game functionality and design, so that the resources
`required for voice processing are not allowed to increase
`beyond a defined limit as the number of players participating
`in voice communication changes. It would also be advan­
`tageous to enable voice communications between multiple
`players for each instance of a game al a site, and to enable
`each player to control with whom the player verbally
`communicates (both speaking and listening), and to combine
`all of the voice data from that instance of the game into a
`single network data stream in order to reduce the network
`bandwidth required for voice communications between mul­
`tiplayer game consoles It would further be desirable to share
`certain resources, such as a voice data encoder or decoder,
`between multiple players for a single game instance at a site.
`[0007] As the quality of game graphics improves, it
`becomes more important to maintain other features relating
`to realism. One such feature is the ability to provide lip sync
`or other viseme (lip position) information with the voice
`data during game play, to enable the lips of a graphic
`character displayed in a game to move in synchronization
`with the words of a player who is represented by and
`controlling the graphic character in the game display How­
`ever, existing voice communication systems typically do not
`convey data to enable lip sync, and as a result, the player
`receiving the voice communication will not see the lips of
`the character in the game corresponding to the player who is
`speaking move in sync with the speaker’s words.
`
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`
`[0008] While voice communication is generally a desir­
`able feature, if misused by a specific player, it may become
`annoying and reduce the enjoyment of games by other
`players. The prior art also docs not enable a player to block
`an annoying player from talking or listening to the player
`during any game in which an annoying player is a partici­
`pant, regardless of the game console used by the annoying
`player. Different people have varying degrees of tolerance
`for annoying behavior of others. However, any player who
`chooses not to listen or speak to a specific other player for
`any reason, must have the ability to prevent communication
`with the specific other player, without giving up the ability
`to communicate with other players in games. A player may
`be upset because the player feels a specific other player uses
`excessive profanity or sexually explicit language, or uses
`language or makes comments that the player feels to be
`derogatory or socially unacceptable.
`
`[0009] A parent may also want to block a child from
`participating in voice communication during game play to
`avoid exposing the child to any profanity acid to preclude
`verbal communication with someone who might attempt to
`contact the child outside the scope of game play for harmful
`purposes. This parental block of a child's voice communi­
`cation should be stored on an online game service so that it
`remains in effect if the child connects to the online game
`service from a different game console. The prior art game
`voice communication systems do not permit blocking verbal
`communications by a selected player, such as a child,
`participating in games using a multiplayer game console.
`
`[WHO] Should any player's verbal conduct while playing
`games over the Internet or other network become so egre­
`gious (based upon the number of complaints received from
`other players) as to warrant it, an online game service should
`be able to prevent that player from participating in voice
`communication while playing games through the online
`game service for a period of time, and if further justified by
`the continued receipt of complaints about that player’s
`verba] behavior, to ban the player from using voice com­
`munication permanently. The current voice communication
`systems do not enable this level of control to be applied at
`each online game service so that a player is banned regard­
`less of an alias used or the game console through which the
`player participates in game play through the online game
`service.
`[0011] Although voice communications systems are well
`known for use on PCs playing games, gaming consoles ha vc
`a different architecture, with a defined limit on available
`system resources. Most game consoles enable multiple
`players on a single instance of a game, i.e., on the same
`console. When gaming consoles are interconnected over the
`Internet or other network, they should preferably be able to
`provide voice communications for each of multiple players
`on the game console Use of conventional techniques that
`have been developed Io enable voice communication during
`game play on PCs will be unacceptable on game consoles,
`because of the more limited computing resources and the
`need to accommodate voice communications for multiple
`players Accordingly, there is clearly a need for a method
`and system Io enable voice communication for games played
`on one or more multiplayer game consoles, which addresses
`the issues noted above.
`
`SUMMARY OF THE INVENTION
`[00 12] As noted above, voice communication between one
`person playing a game on a PC connected over a network
`and one or more other players of the game, each using a
`separate PC is well known. In contrast, the present invention
`enables more than one person playing a game on a game
`console to verbally communicate locally and or over a
`network with one or more other people playing the game. To
`avoid creating too much of a demand for computing
`resources to support verbal communication as more people
`join in the game, the present invention enables a designer of
`the game to establish a predefined limit on the computing
`resources that will be employed to support Verbal commu­
`nication between players of the game.
`[0013] Specific hardware is provided for use with each
`multiplayer game console to support verbal communication
`between players of a game. Each player who is verbally
`communicating is provided with a headset that includes a
`microphone (more generally, an audio sensor) and a head­
`phone (more generally, an audio transducer). The headset is
`coupled to a voice communication module, which is either
`attached to a game controller in one embodiment, or inte­
`grally included in a game controller in another embodiment.
`An input signal from the microphone is compressed and
`digitized by an encoder in the multiplayer game console.
`The digitized and compressed signal is then conveyed
`through a voice communication channel to another player
`who is an intended recipient A decoder decompresses the
`compressed signal to produce an output signal that is applied
`to the headphone of the other player, to produce an audible
`sound corresponding to the sound originally produced anil
`incident on the microphone of the player from whom the
`voice communication was conveyed. As used herein and in
`the claims that follow the term "Voice communication” is
`intended to be synonymous and interchangeable with the
`term "verbal communication.” Also, it will be understood
`that "verbal communication” or "voice communication" arc
`intended to encompass the conveyance of spoken words and
`phrases, as well as other sounds or utterances such as grunts,
`screams, etc. that are produced by a player participating in
`a game.
`[0014] A level of computing resources allocated to pro­
`cessing verbal communications on the multiplayer game
`console is preferably predefined and fixed so that it is
`independent of the number of players using voice commu­
`nication while playing the game. This feature ensures that an
`increase in the number of players who are verbally commu­
`nicating during a game docs not adversely impact upon the
`quality of other aspects of the game play.
`[0015] Data comprising the digital compressed signal are
`in a specific format when conveyed to one or more intended
`recipients playing the game on one or more game consoles.
`The digital compressed signal is conveyed over either a
`direct link or through a network, such as the Internet.
`Depending upon the game, each player can Ik enabled to
`select an intended recipient of a verbal communication from
`among the other players of the game. For example, members
`of a team can verbally communicate with each other and
`with a team leader over one voice channel, but the team
`leader may be able to selectively communicate with the team
`members over that same voice channel or with another team
`leader over a different voice channel.
`
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`3
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`Nov. 20. 2003
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`[0016] Preferably, the step of encoding includes the step of
`converting the input signal from an analog signal to a digital
`signal, and compressing the digital signal to produce a
`compressed digital signal in the appropriate format. Simi­
`larly, the step of decoding preferably includes the steps of
`decompressing the compressed signal to produce a decom­
`pressed digital signal, and converting the decompressed
`digital signal to the output signal used Io drive the audio
`transducer.
`[(MH 7] I'he format used for the compressed signal com­
`prises a plurality of audio data packets. Each audio data
`packet extends over an audio lime frame. Preferably, a
`predefined number of encoding instances are operative on
`the game console during each audio time frame. The pre­
`defined number is preferably less than a total number of
`players using the game console and producing verbal utter­
`ances to verbally communicate with other players. I’he
`verbal utterances of players on the game console are
`encoded in such a manner that if more players on the game
`console than the predefined number of encoding instances
`are speaking in successive audio time frames, a round robin
`selection is applied in choosing the verbal utterances that are
`encoded in successive audio time frames. The game being
`played determines the predefined number of encoding
`instances active at one time.
`[0018] Parallel decoding of encoded data streams received
`from other multiplayer game consoles can be employed in
`conjunction with one or more mixers to produce the output
`signal that drives the players’ headphones.
`[0019] Selected players can be assigned to one or more
`channels, and players who are assigned to a common chan­
`nel are enabled to selectively verbally communicate with
`each other. In one embodiment, each player is assigned to
`one or more listener channels on which the player can
`receive a verbal communication from other players. In
`addition, each player is assigned to one or more talker
`channels over which a verbal utterance is conveyed to other
`players. The verbal utterances heard by a specific player on
`the multiplayer game console arc determined by logically
`combining (i.c.. ANDing) the listener channel of the specific
`player with the talker channel of the player making the
`verbal utterance.
`[00211] The method also includes the step of providing oral
`synchronization data for controlling an oral portion (e.g., the
`mouth) of an animated graphic character in the game. The
`oral synchronization data arc used to control the oral portion
`of the animated graphic character that is displayed during
`the game, so that it moves in synchronization with the verbal
`utterance of the player who controls the animated graphic
`character.
`[0021] A player is enabled to prevent verbal communica­
`tion with a selected other player. Verbal communication with
`the selected player can be prevented in just a current game
`being played, or can be prevented in any game in which both
`the player and the selected other player are participating.
`[0022] A further aspect of the present invention is directed
`to a system that enables verbal communication between
`players who are playing a game. The system includes a
`multiplayer game console having a processor and a memory.
`In the memory arc stored machine instructions for causing
`the processor to carry out a plurality of functions, including
`
`executing an instance of a game. Verbal communication
`input and output devices are included for each player who
`will be verbally communicating during a game, and each
`verbal communication input and output device has a sound
`sensor that produces an input signal indicative of sound
`incident on the sound sensor, and a sound transducer that
`produces an audible sound in response to an output signal
`that is applied to the sound transducer. The machine instruc­
`tions in the memory cause the processor to carry out
`functions generally consistent with the steps of the method
`described above to enable verbal communication.
`
`BRIEF DESCRIPHON OF I’HE DRAWING
`FIGURES
`[0023] The foregoing aspects and many of the attendant
`advantages of this invention will become more readily
`appreciated as the same becomes better understood by
`reference to the following detailed description, when taken
`in conjunction with the accompanying drawings, wherein:
`[0024] FIG. 1 is a schematic isometric view of a multi­
`player game console and voice communication system in
`accord with the present invention:
`[0025] FIG. 2 is a block diagram of the multiplayer game
`console and voice communication module of FIG. 1;
`[0026] FIG. 3 is a functional block diagram of a multi­
`player game console with voice communication capability;
`[0027] FIG. 4 is a functional block diagram illustrating
`two multiplayer game consoles coupled in point-to-point
`communication over a network;
`[0028] FIG. 5 is a block diagram illustrating a first mul­
`tiplayer game console coupled in communication with three
`other multiplayer game consoles over a network;
`[0029] FIG. 6 is functional block diagram illustrating
`prioritization encoding for a plurality of players on a game
`console having two parallel encoders;
`[0030] FIG. 7 is a logic diagram illustrating the steps
`employed by the present invention in selecting packets from
`a queue to decode on a multiplayer game console;
`[0031] FIG. 8 is a functional block diagram illustrating a
`Type 1 decoding engine used in the multiplayer game
`console;
`[0032] FIG. 9A is a functional block diagram illustrating
`a Type 2 decoding engine used in the multiplayer game
`console;
`[0033] FIG. 9B is a block diagram illustrating details of
`the mixers and 4-slream parallel decoder of FIG. 9A;
`[0034] FIG. 10 is a logic diagram illustrating further
`details of the steps for transmitting and receiving encoded
`packets of sound data over a network;
`[0035] FIG. 11 is a functional block diagram showing
`how voice streams are received, queued, and decoded for
`each player on a multiplayer game console;
`[0036] FIG. 12 is a How chart illustrating the steps carried
`out for round robin encoding of sound packets;
`[0037] FIG. 13 is an exemplary user interface for selecting
`voice options in a game that employs voice communication
`between players; and
`
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`
`Nov. 20. 2003
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`[0038] FIGS. 13A and 13B illustrate two different options
`that are selectable by a player to control or preclude voice
`communication with another player in a multiplayer game,
`in accord with the present invention.
`
`DESCRIPTION OF THE PREFERRED
`EMBODIMENT
`
`[0039] Exemplary Gaming System for Practicing the
`Present Invention
`[0040] As shown in FIG. I. an exemplary electronic
`gaming system 1(8* includes a game console 102 and
`support for up to four user input devices, such as controllers
`104« and 104b. Game console 102 is equipped with an
`internal hard disk drive (not shown in this Figure) and a
`portable media drive 106 that supports various forms of
`portable optical storage media, as represented by an optical
`storage disc 108. Examples of suitable portable storage
`media include DVD discs and compact disk-read only
`memory (CD-ROM) discs. In this gaming system, game
`programs arc preferably distributed for use with the game
`console on DVD discs, but it is also contemplated that other
`storage media might instead be used, or that games and other
`programs can be downloaded over the Internet or other
`network.
`[18*41] On a front face of game console 102 are four
`connectors 110 that are provided for electrically connecting
`to the controllers It is contemplated that other types of
`connectors or wireless connections might alternatively be
`employed. A power button 112 and a disc trav eject button
`114 arc also positioned on the front face of game console
`102. Power button 112 controls application of electrical
`power to the game console, and eject button 114 alternately
`opens and closes a tray (not shown) of portable media drive
`106 to enable insertion and extraction of storage disc 108 so
`that the digital data on it can be read and loaded into memory
`or stored on the hard drive for use by the game console.
`
`[18*42] Game console 102 connects to a television or other
`display monitor or screen (not shown) via audio/visual
`(A V) interface cables 120. A power cable plug 122 conveys
`electrical power to the game console when connected to a
`conventional alternating current line source (not shown).
`Game console 11*2 may be further provided with a data
`connector 124 to transfer data through an Ethernet connec­
`tion to a network and/or the Internet, or through a broadband
`connection. Alternatively, it is contemplated that a modem
`(not shown) may be employed to transfer data to a network
`and/or the Internet. As yet u further alternative, the game
`console can be directly linked to another game console via
`an Ethernet cross-over cable (not shown).
`[18*43] Lach controller 1 04« and 104/> is coupled to game
`console 102 via a lead (or in another contemplated embodi­
`ment, alternatively, through a wireless interface). In the
`illustrated implementation, the controllers are Universal
`Serial Bus (USB) compatible and are connected to game
`console 102 via USB cables 130. Game console 102 may be
`equipped with any of a wide variety of user devices for
`interacting with and controlling the game software. As
`illustrated in FIG. 1, each controller 104« and 104b is
`equipped with two thumb sticks 132« and 132/>. a D-pad
`134, buttons 136. and two triggers 138. These controllers are
`merely representative, and other gaming input and control
`
`mechanisms may be substituted for or used in addition to
`those shown in FIG. 1. for controlling game console 102.
`[0044] Removable function units or modules can option­
`ally be inserted into controllers 104 to provide additional
`functionality. For example, a portable memory unit (not
`shown) enables users to store game parameters and port
`them for play on another game console by inserting the
`portable memory unit into a controller on the other console.
`Other removable function units are available for use with the
`controller. In connection with the present invention, a
`removable function unit comprising a voice communicator
`module 140 is employed to enable a user to verbally
`communicate with other users locally and or over a network.
`Connected to voice communicator module 140 is a headset
`142, which preferably includes a boom microphone 144 or
`other type of audio sensor that produces an input signal in
`response to incident sound, and an headphone 146 or other
`type of audio transducer for producing audible sound in
`response to an output signal from the game console. In
`another embodiment that is being contemplated (not shown),
`the voice communicator capability is included as an integral
`part of a controller (not shown) that is generally like
`controllers 104« and 1046 in other respects. The controllers
`illustrated in FIG. 1 are configured to accommodate two
`removable function units or modules, although more or
`fewer than two modules may instead be employed.
`[(8145] Gaming system 1(81 is of course capable of playing
`games, but can also play music, and videos on CDs and
`DVDs. It is contemplated that other functions can be imple­
`mented by the game controller using digital data stored on
`the hard disk drive or read from optical storage disc 11*8 in
`drive 106, or from an online source, or from a function unit
`or module.
`[0046] Functional Components for Practicing the Present
`Invention
`[0047] Turning now to FIG. 2, a functional block diagram
`illustrates, in an exemplary manner, how components are
`provided to facilitate voice or verbal communication
`between players during the play of electronic games on the
`multiplayer game console. As noted above, this embodiment
`of game console 1(8* can have up Io four players on each
`console, and each player can be provided with a controller
`and voice communicator. Details of a voice communicator
`module 140 are illustrated in connection with its associated
`controller 104«. It will be understood that controllers 104b,
`104c. and 1I14J (if coupled to game console 100) can
`optionally each include a corresponding voice communica­
`tion module 140' like that coupled to controller 104«. In a
`current preferred embodiment, voice communication mod­
`ule 140' includes a digital signal processor (DSP) 156, an
`analog-lo-digital converter (ADC) 158. a digital-lo-analog
`converter (DAC) 161, and a universal serial bus (USB)
`interface 163. In response to sound in the environment that
`is incident upon it. microphone 144 produces an analog
`output signal that is input to ADC 158, which converts the
`analog signal into a corresponding digital signal. The digital
`signal from ADC 158 is input to DSP 156 for further
`processing, and the output of the DSP is applied to USB
`interface 163 for connection into controller 104«. In this
`embodiment, voice communication module 140 connects
`into the functional unit or module port on controller 104«
`through a USB connection (not separately shown). Simi­
`
`Epic Games Ex. 1026
`Page 18
`
`

`

`US 2(X)3/0216178 Al
`
`5
`
`Nov. 20. 2003
`
`larly, digital sound data coming from game console 100 are
`conveyed through controller 104« and applied to USB
`interface 163, which conveys the digital signal to DSP 156
`and onto DAC 161 DAC 161 converts the digital signal into
`a corresponding analog signal that is used to drive head­
`phone 146.
`[18)48] With reference to multiplayer game console 100.
`several key functional components are shown, although it
`should be understood that other functional components
`relevant to the present invention are also included, but not
`shown. Specifically, game console 100 includes a central
`processing unit (CPU) 150, a memory 152 that includes both
`read only memory (ROM) and random access memory
`(RAM). Also provided is a DSP 154. The digital signal
`produced by ADC 158 in response to the analog signal from
`microphone 144 is conveyed through controller 104« to
`CPU 150, which handles encoding of tire voice stream signal
`for transmission to other local voice communication mod­
`ules and to other game consoles over a broadband connec­
`tion through an Ethernet port (not shown in FIG. 2) on the
`game console.
`[0049] An alternative embodiment employs DSP 156 in
`voice communication module 140' to encode the digital
`signal produced by ADC 158 in response to the analog signal
`from microphone 144. Ute encoded data are then conveyed
`through controller 104« to CPU 150, which again handles
`transmission of the encoded data to other local voice com­
`munication modules and other game consoles over the
`broadband connection on the game console.
`[0050] Il should be noted that multiplayer game console
`100 can be either directly connected Io another game con­
`sole using a crossover Ethernet cable as a link, or can be
`connected to one or more other multiplayer game consoles
`through a more conventional network using a hub, switch, or
`other similar device, and/or can be connected to the Internet
`or other network through an appropriate cable modem,
`digital subscriber line (DS1.) connection, or other appropri­
`ate interface broadband connection. An alternative embodi­
`ment is also contemplated in which multiplayer game con­
`sole 100 is connected to the Internet or other network
`through a modem (not shown). D

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