Sony · Filed Feb 4, 2026 · Published Jun 18, 2026 · verified — real USPTO data

Sony's New Patent Fakes 3D Sound from Game Audio That Was Never Recorded That Way

Your brain figures out where a sound is coming from by noticing which ear hears it first. Sony has filed a patent for a way to fake that effect — even when the game's audio was never recorded in stereo.

Sony Patent: Mono Audio Spatial Positioning in VR Games — figure from US 2026/0172770 A1
FIG. 1A — rendered from the official USPTO publication PDF.
Publication number US 2026/0172770 A1
Applicant Sony Interactive Entertainment Inc.
Filing date Feb 4, 2026
Publication date Jun 18, 2026
Inventors Brandon SANGSTON, Calum ARMSTRONG
CPC classification 381/303
Grant likelihood Medium
Examiner CENTRAL, DOCKET (Art Unit OPAP)
Status Docketed New Case - Ready for Examination (Mar 11, 2026)
Parent application is a Continuation of 18664636 (filed 2024-05-15)
Document 20 claims

How Sony fakes left-right sound positioning from a single audio channel

Imagine a game where a distant gunshot rings out. Your brain figures out which direction it came from because sound arrives at your left ear a fraction of a millisecond before your right ear (or vice versa). Game audio designers call this gap the interaural time delay — the tiny timing difference between your two ears. It's a key ingredient in making a sound feel like it's coming from a specific place in space.

The problem is that some in-game sounds — background ambience, older effects, simple audio assets — are recorded as mono, meaning there's just one audio track with no left-right information baked in. Placing those sounds convincingly in a 3D scene is tricky.

Sony's patent describes a way to redistribute the timing delay between the two ear channels without changing the total gap between them. Think of it like sliding the midpoint of a seesaw without changing how long the seesaw is — the relationship between both sides stays intact, but the balance shifts. That shift lets a single mono sound feel like it's coming from a real position in a virtual space.

How the ITD delay shift preserves timing while redistributing channel delay

The patent centers on a technique for applying interaural time delay (ITD) — the small difference in when sound reaches your left versus right ear — to mono audio sources inside a computer simulation.

Normally, when a game engine places a sound in 3D space, it calculates two delays: one for the ipsilateral channel (the ear on the same side as the sound source) and one for the contralateral channel (the opposite ear). The difference between those two delays is what your brain reads as directional information.

The innovation here is a delay distribution shift. Rather than using the raw delays produced by the geometry of the scene, the system generates a modified first time delay that preserves the total period — the gap between the ipsilateral and contralateral delays stays the same — but redistributes how that gap is split between the two channels. In simple terms: the difference between your two ears is unchanged, but where each delay sits relative to zero is moved.

This matters for mono sources because standard ITD rendering can introduce artifacts or feel unnatural when there's no stereo information to anchor the spatial effect. Shifting the distribution allows the system to tune each ear's delay independently while keeping the directional cue perceptually intact.

What this means for PlayStation VR audio and game sound design

For PlayStation VR and any gaming headset that tries to create a believable 3D sound field, the quality of spatial audio is a major part of immersion. Mono audio assets are everywhere in games — legacy sound effects, procedurally generated audio, compressed assets — and making them feel placed in space is an ongoing engineering challenge.

This patent suggests Sony is working on finer control over how the PlayStation audio engine renders positional sound, particularly for sources that weren't designed with spatial playback in mind. If this technique ships in a future SDK or hardware revision, it could mean more convincing audio positioning in PSVR titles without requiring developers to re-record or upgrade every sound asset in their library.

Editorial take

This is a focused, specific audio engineering patent — not a headline feature, but exactly the kind of low-level improvement that separates good spatial audio from great spatial audio. Sony has been serious about 3D audio (see the PS5's Tempest Engine), and this fits that ongoing investment. It's worth watching if you care about where PlayStation's audio stack is headed.

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Source. Full patent text and figures from the official USPTO publication PDF.

Editorial commentary on a publicly published patent application. Not legal advice.