U.S. patent application number 11/280736 was filed with the patent office on 2007-05-17 for association of peripherals communicatively attached to a console device.
This patent application is currently assigned to Microsoft Corporation. Invention is credited to Shaheen Ashok Gandhi, Edward III C. Giaimo, Hugh JR. Edward McLoone, Russell Glaser, Richard Henry Irving, Jon Marcus Randall Whitten.
Application Number | 20070111796 11/280736 |
Document ID | / |
Family ID | 38041633 |
Filed Date | 2007-05-17 |
United States Patent
Application |
20070111796 |
Kind Code |
A1 |
C. Giaimo; Edward III ; et
al. |
May 17, 2007 |
Association of peripherals communicatively attached to a console
device
Abstract
Systems and methods for associating a device to a peripheral
that is communicating to a game console or computing device. The
peripheral is initially bound to a port of the game console or
computing device. The device binds to the game console or computing
device via an automatic or user-initiated sequence and then
correlated to the port assigned to the peripheral. Data that is
associated with the peripheral is communicated to the device after
being correlated. The device and peripheral may also be associated
based on a user profile. When the user signs-in to the game console
or computing device, the device is associated to the peripheral via
a peripheral identifier and configuration information in the
profile.
Inventors: |
C. Giaimo; Edward III;
(Bellevue, WA) ; Henry Irving; Richard; (Kirkland,
WA) ; Ashok Gandhi; Shaheen; (Kirkland, WA) ;
Glaser; Russell; (Woodinville, WA) ; Edward McLoone;
Hugh JR.; (Bellevue, WA) ; Marcus Randall Whitten;
Jon; (Sammamish, WA) |
Correspondence
Address: |
WOODCOCK WASHBURN LLP (MICROSOFT CORPORATION)
CIRA CENTRE, 12TH FLOOR
2929 ARCH STREET
PHILADELPHIA
PA
19104-2891
US
|
Assignee: |
Microsoft Corporation
Redmond
WA
|
Family ID: |
38041633 |
Appl. No.: |
11/280736 |
Filed: |
November 16, 2005 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/235 20140902;
A63F 13/537 20140902; A63F 2300/6063 20130101; A63F 13/22 20140902;
A63F 13/02 20130101; A63F 2300/1031 20130101; A63F 2300/1025
20130101; A63F 13/79 20140902; A63F 2300/208 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A wireless communication device, comprising: a radio that
communicates to a console; an selector for selecting a port setting
used by said wireless communication device which correlates to a
port assigned by said console to a peripheral; and an indicator
that indicates said port setting, wherein communications associated
with said peripheral are communicated to said wireless
communication device.
2. The wireless communication device of claim 1, wherein said port
setting is automatically assigned to said wireless communication
device if said peripheral is the only peripheral assigned a port by
said console.
3. The wireless communication device of claim 1, said selector
comprising a bind input device, wherein when said bind input device
is actuated, said wireless communication device will bind with said
console, and wherein said console will provide an on-screen display
option to discover said wireless communication device.
4. The wireless communication device of claim 1, wherein said
wireless communication device is set to said port setting based on
a user profile and an identifier associated with said
peripheral.
5. The wireless communication device of claim 1, wherein said
notification comprises an audible component.
6. The wireless communication device of claim 1, wherein said
indicator is illuminated in a predetermined sequence convey a
notification that said wireless communication device has
successfully been associated with said peripheral.
7. The wireless communication device of claim 1, wherein
communications associated with said peripheral are communicated
between said wireless communication device and said console.
8. A method of establishing an association between a wireless
device and a peripheral that communicate with a computing device,
comprising: initiating a binding sequence; recognizing said
wireless device and binding it to said computing device; setting
said wireless device to a port setting correlated to a port
assigned to peripheral; and communicating data between said
wireless device and said computing device, said data being
associated with said peripheral.
9. The method of claim 8, further comprising automatically
assigning said port setting if said peripheral is the only assigned
peripheral communicating with said computing device.
10. The method of claim 8, said initiating further comprising:
receiving an input via bind input device; and providing an
on-screen display option to discover said wireless device.
11. The method of claim 10, further comprising setting said
wireless communication device to said port setting based on a
selected on-screen display option.
12. The method of claim 8, further comprising providing a
notification that said wireless device has been associated with
said peripheral.
13. The method of claim 12, further comprising illuminating a
visual indicator in a predetermined sequence to convey said
notification.
14. The method of claim 8, said setting further comprising
receiving a user input via a mechanical input device to set said
wireless device to said port setting.
15. The method of claim 8, further comprising: establishing
communication between a wired device and said computing device;
removing said association of said wireless device and said
peripheral; and establishing said associated between said wired
device and said peripheral.
16. The method of claim 7, said setting further comprising:
accessing a user profile; determining peripheral settings in said
user profile; and setting said port setting based on said
peripheral settings and an identifier of said peripheral.
17. A method of establishing an association between a wireless
headset and a game controller that communicate with a gaming
console, comprising: initiating a binding sequence to bind said
wireless headset to said gaming console; setting said wireless
headset to a port setting correlated to a port assigned to game
controller; and communicating audio between said wireless headset
and said gaming console, said audio being associated with said game
controller and port.
18. The method of claim 17, said initiating further comprising:
providing an on-screen display option to discover said wireless
headset; and setting said wireless headset to said port setting
based on a selected on-screen display option.
19. The method of claim 17, further comprising maintaining a radio
in said gaming console in an OFF condition until said binding
sequence is initiated.
20. The method of claim 17, said setting further comprising:
accessing a gamer profile; determining peripheral settings in said
gamer profile; and setting said port setting based on said game
controller settings and an identifier of said game controller.
Description
COPYRIGHT NOTICE/PERMISSION
[0001] A portion of the disclosure of this patent document contains
material, which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever. The following notice
applies to the software and data as described below and in the
drawings hereto: Copyright.RTM. 2005, Microsoft Corporation, All
Rights Reserved.
TECHNICAL FIELD
[0002] This invention generally relates to the field of computing
and gaming devices. The present invention is directed to
associating peripheral devices that communicate to a console,
controller or other computing device.
BACKGROUND
[0003] Online gaming has become a large part of the gaming
experience. Initially, players could communicate via text, however
texting during game play is difficult. Later, games allowed players
to connect to each other or a centralized server to facilitate
cooperation using audio-only devices, such as headsets. Now, many
gamers use specially designed headsets for these purposes.
Conventional headsets connect to the gaming consoles using, e.g., a
headset or microphone jack or USB connector. Because of the wired
connection to the controller or console, it is relatively easy to
correlate the sounds to the particular gamer's play.
[0004] Gamers also enjoy using wireless controllers, which provide
players with freedom of movement by wirelessly connecting the
controller to the gaming console. Typically, the wireless
controllers provide features such as vibration feedback,
mini-joysticks, D-pad, pressure-sensitive buttons, etc. that
players would find on wired controllers. In addition, the systems
that connect wireless controllers to gaming consoles often allow
multiple players to play at once on the console.
[0005] Conventionally, associating headset audio with game
controllers is performed by plugging-in the wired headset to a jack
in the wired or wireless controller. However, when the headset is
wireless, due to the nature of wireless devices, there is no
physical mechanism to associate the headset to a particular gamer's
play or controller. However, due to nature of wireless devices,
there is no physical mechanism to associate a wireless headset to a
particular gamer's play or controller.
SUMMARY
[0006] Systems and methods for associating a device to a peripheral
that is communicating to a game console or computing device are
disclosed herein. The peripheral is initially bound to a port of
the game console or computing device. The peripheral binds to the
game console or computing device via an automatic or user-initiated
sequence and then correlated to the port assigned to the
peripheral. Data that is associated with the peripheral is
communicated to the device after being correlated. The game console
(or computing device) and peripheral may also be associated based
on a user profile.
[0007] A non-limiting example of the above is a wireless headset
that is used by garners during game play. The headset may be
associated with the gamer's controller such that game-related audio
associated with the gamer's play is sent from the game console to
headset. The gamer may also communicate with other garners using
the headset.
[0008] Additional features and advantages will be made apparent
from the following detailed description that proceeds with
reference to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The foregoing summary, as well as the following detailed
description of preferred embodiments, is better understood when
read in conjunction with the appended drawings. For the purpose of
illustrating the invention, there is shown in the drawings
exemplary constructions of the invention; however, the invention is
not limited to the specific methods and instrumentalities
disclosed. In the drawings:
[0010] FIG. 1 is a block diagram showing a gaming console in which
aspects of the present invention may be implemented;
[0011] FIG. 2 illustrates a controller and LED indicators;
[0012] FIG. 3 illustrates one or more controllers/peripherals being
bound and discovered by the console;
[0013] FIG. 4 illustrates a block diagram of a wireless device;
[0014] FIG. 5 illustrates exemplary processes performed to
associate the wireless device with a peripheral;
[0015] FIGS. 6-9 illustrate exemplary wireless device designs;
and
[0016] FIGS. 10-11 illustrate alternative processes performed to
associate the wireless device with a peripheral.
DETAILED DESCRIPTION
[0017] FIG. 1 illustrates the functional components of a
multimedia/gaming console 100 in which certain aspects of the
present invention may be implemented. The multimedia console 100
has a central processing unit (CPU) 101 having a level 1 cache 102,
a level 2 cache 104, and a flash ROM (Read Only Memory) 106. The
level 1 cache 102 and a level 2 cache 104 temporarily store data
and hence reduce the number of memory access cycles, thereby
improving processing speed and throughput. The CPU 101 may be
provided having more than one core, and thus, additional level 1
and level 2 caches 102 and 104. The flash ROM 106 may store
executable code that is loaded during an initial phase of a boot
process when the multimedia console 100 is powered ON.
[0018] A graphics processing unit (GPU) 108 and a video
encoder/video codec (coder/decoder) 114 form a video processing
pipeline for high speed and high resolution graphics processing.
Data is carried from the graphics processing unit 108 to the video
encoder/video codec 114 via a bus. The video processing pipeline
outputs data to an A/V (audio/video) port 140 for transmission to a
television or other display. A memory controller 110 is connected
to the GPU 108 to facilitate processor access to various types of
memory 112, such as, but not limited to, a RAM (Random Access
Memory).
[0019] The multimedia console 100 includes an I/O controller 120, a
system management controller 122, an audio processing unit 123, a
network interface controller 124, a first USB host controller 126,
a second USB controller 128 and a front panel I/O subassembly 130
that are preferably implemented on a module 118. The USB
controllers 126 and 128 serve as hosts for peripheral controllers
142(1)-142(2), a wireless adapter 148, and an external memory
device 146 (e.g., flash memory, external CD/DVD ROM drive,
removable media, etc.). It is noted that additional USB controllers
may be provided. The network interface 124 and/or wireless adapter
148 provide access to a network (e.g., the Internet, home network,
etc.) and may be any of a wide variety of various wired or wireless
adapter components including an Ethernet card, a modem, a Bluetooth
module, a cable modem, and the like.
[0020] System memory 143 is provided to store application data that
is loaded during the boot process. A media drive 144 is provided
and may comprise a DVD/CD drive, hard drive, or other removable
media drive, etc. The media drive 144 may be internal or external
to the multimedia console 100. Application data may be accessed via
the media drive 144 for execution, playback, etc. by the multimedia
console 100. The media drive 144 is connected to the I/O controller
120 via a bus, such as a Serial ATA bus or other high speed
connection (e.g., IEEE 1394).
[0021] The system management controller 122 provides a variety of
service functions related to assuring availability of the
multimedia console 100. The audio processing unit 123 and an audio
codec 132 form a corresponding audio processing pipeline with high
fidelity and stereo processing. Audio data is carried between the
audio processing unit 123 and the audio codec 132 via a
communication link. The audio processing pipeline outputs data to
the A/V port 140 for reproduction by an external audio player or
device having audio capabilities.
[0022] The front panel I/O subassembly 130 supports the
functionality of the power button 150 and the eject button 152, as
well as any LEDs (light emitting diodes) or other indicators
exposed on the outer surface of the multimedia console 100. A
system power supply module 136 provides power to the components of
the multimedia console 100. A fan 138 cools the circuitry within
the multimedia console 100.
[0023] The CPU 101, GPU 108, memory controller 110, and various
other components within the multimedia console 100 are
interconnected via one or more buses, including serial and parallel
buses, a memory bus, a peripheral bus, and a processor or local bus
using any of a variety of bus architectures. By way of example,
such architectures can include a Peripheral Component Interconnects
(PCI) bus, PCI-Express bus, etc.
[0024] When the multimedia console 100 is powered ON, application
data may be loaded from the system memory 143 into memory 112
and/or caches 102, 104 and executed on the CPU 101. The application
may present a graphical user interface that provides a consistent
user experience when navigating to different media types available
on the multimedia console 100. In operation, applications and/or
other media contained within the media drive 144 may be launched or
played from the media drive 144 to provide additional
functionalities to the multimedia console 100.
[0025] The multimedia console 100 may be operated as a standalone
system by simply connecting the system to a television or other
display. In this standalone mode, the multimedia console 100 allows
one or more users to interact with the system, watch movies, or
listen to music. However, with the integration of broadband
connectivity made available through the network interface 124 or
the wireless adapter 148, the multimedia console 100 may further be
operated as a participant in a larger network community.
[0026] When the multimedia console 100 is powered ON, a set amount
of hardware resources are reserved for system use by the multimedia
console operating system. These resources may include a reservation
of memory (e.g., 16 MB), CPU and GPU cycles (e.g., 5%), networking
bandwidth (e.g., 8 kbs), etc. Because these resources are reserved
at system boot time, the reserved resources do not exist from the
application's view.
[0027] In particular, the memory reservation preferably is large
enough to contain the launch kernel, concurrent system applications
and drivers. The CPU reservation is preferably constant such that
if the reserved CPU usage is not used by the system applications,
an idle thread will consume any unused cycles.
[0028] With regard to the GPU reservation, lightweight messages
generated by system applications (e.g., popups) are displayed by
using a GPU interrupt to schedule code to render popup into an
overlay. The amount of memory required for an overlay depends on
the overlay area size and the overlay preferably scales with screen
resolution. Where a full user interface is used by the concurrent
system application, it is preferable to use a resolution
independent of application resolution. A scaler may be used to set
this resolution such that the need to change frequency and cause a
TV resynch is eliminated.
[0029] After the multimedia console 100 boots and system resources
are reserved, concurrent system applications execute to provide
system functionalities. The system functionalities are encapsulated
in a set of system applications that execute within the reserved
system resources described above. The operating system kernel
identifies threads that are system application threads versus
gaming application threads. The system applications are preferably
scheduled to run on the CPU 101 at predetermined times and
intervals in order to provide a consistent system resource view to
the application. The scheduling is to minimize cache disruption for
the gaming application running on the console.
[0030] When a concurrent system application requires audio, audio
processing is scheduled asynchronously to the gaming application
due to time sensitivity. A multimedia console application manager
(described below) controls the gaming application audio level
(e.g., mute, attenuate) when system applications are active.
[0031] Input devices (e.g., controllers 142(1) and 142(2)) are
shared by gaming applications and system applications. The input
devices are not reserved resources, but are to be switched between
system applications and the gaming application such that each will
have a focus of the device. The application manager preferably
controls the switching of input stream, without the gaming
application's knowledge, and a driver maintains state information
regarding focus switches.
[0032] Referring to FIG. 2, there is illustrated an exemplary
wireless controller 154 having a four quadrant LED indicator 156
(and enlarged view) and console 100 having a four quadrant
indicator 158. The controller 154 also includes vibration feedback,
mini-joysticks, pressure-sensitive buttons, etc. A game is shown on
the screen 160. The console indicator 158 is shown surrounding a
power button, however, other configurations may be implemented.
Each quadrant of the ring may be illuminated by an LED, which may
be either a single color or bi-colored to illuminate in plural
colors. As will be described below, the quadrants may be
illuminated in patterns indicating the notifications, system
status, binding and discovery.
[0033] To support an environment where multiple consoles 100 and
wireless controllers 154 may coexist, each controller is logically
"bound" to a single console 100 so that a link is established with
only that console 100. A controller 154 can not be bound to more
than one console 100 at a time. Binding is the process by which a
console 100 transmits information to a controller 154 that will
enable that controller to establish a link with the console 100.
Once "bound" to a console 100, the controller 154 attempts to
establish a link with the console 100 to which it is bound whenever
the controller 154 is turned on.
[0034] It is preferable that binding information is retained only
in the controller. Binding is one to one with respect to the
controller 154, but it is one to many with respect to the console
100. Binding, thus, persists on the controller 154 across battery
discharge/charge cycles, until a new binding relationship is
established. Establishing a binding relationship is attempted when
a BIND button on the console and a BIND button on a wireless
controller 154 are pressed within a predetermined period of time of
each other. Successfully establishing a binding relationship is
dependent on successfully establishing a radio communication link
and executing a mutual verification algorithm.
[0035] The console is preferably powered up before pressing its
BIND button. If a user initiates binding on a controller 154 that
is currently connected to a console 100, the controller 154 drops
the connection to the console 100 prior to attempting the binding
process. As the binding process operates, a status notification
screen may display binding and discovery process (e.g., binding . .
. bound . . . discovered). Binding is a one to one event. In other
words, pressing the binding button on the console 100 will bind one
controller 154 at a time. To bind a second controller 154, the BIND
button on the console 100 is pressed a second time. If binding is
not successful within a predetermined time, the console 100 or
controller 154 will automatically time out and return to a previous
state such that the previous binding relationship is not lost.
[0036] There are four (or other) virtual controller ports on the
console 100, referred to herein as "Vports." The Vports represent
the active game controllers connected to the console 100, either
wired or wirelessly. The numbered Vports are automatically assigned
to controllers in the order they are connected to the console 100.
Each Vport is represented by a quadrant of the LED indicator 156
and the console indicator 158. "Discovery" is the process during
which a wired or wireless game device is recognized by the console
100, assigned a Vport, and made available for game play.
[0037] Thus, the acts of "binding" and "discovery" are preferably
two different acts. The act of binding is initiated by pressing the
BIND buttons on the controller and console. Once bound, the
controller will begin the discovery process, and if successful,
will be assigned the first available Vport, which in this case is
Vport 1 as described. If one to three controllers had previously
been bound and discovered, then the next controller discovered
would be assigned Vport 2, 3, 4, etc., respectively. If, a total
number controllers equaling the total number of Vports were already
discovered, then the binding process could still be performed,
however no Vport would be available to assign, so the controller
would not be assigned a Vport. However it would still be bound to
the console and available to be discovered if one of the other
controllers were either turned off or bound to a new console.
[0038] Referring to FIG. 3 there is a visualization of the binding
and discovery processes and how the LED indicator 156 and the
console indicator 158 visually convey the processes to players. As
shown in FIG. 3, the controller has been powered on and the BIND
button on the console 100 and the controller have been pressed.
After the binding process has completed, the discovery process
takes place. Because this is the first controller to be discovered
by the console 100, it is associated with Vport 1 and the top left
quadrant of the indicators 156 and 158 will illuminate to signal
the connection. If more than one controller is discovered by the
console 100, the other quadrants of indicator 158 are illuminated
in succession. Thus, if two controllers are connected, two
quadrants of the indicator 158 will illuminate, and so on up to
four controllers and four quadrants. It is noted that while
additional quadrants are successively illuminated on the console,
only a single quadrant is illuminated on any single controller at a
time except in error conditions or other status displayed to the
user.
[0039] Referring to FIG. 4, there is illustrated a block diagram of
an exemplary wireless device (e.g., headset) 200. The headset 200
may include an electronics module 202 that houses a radio 203, a
microcontroller (MCU)/digital signal processor (DSP), Voice CODEC
204, an I/O device 205, a digital to analog converter (DAC) 208, an
analog to digital to converter (ADC) 210, a power supply 212, an
input device 214, and visual indicator 216. The components within
the electronics module 203 connect to a speaker 216 and a
microphone 218.
[0040] The radio 203 may be a Frequency Hopping Spread Spectrum
(FHSS) radio operating at the 2.4 GHz frequency band that
communicates data (e.g., audio, configuration, etc.) to the console
100. The MCU/DSP/CODEC 204 processes audio communication to and
from the headset 200. Output audio is communicated via the DAC 208
to the speaker 216. Input audio is received by the microphone 218
and converted by the ADC 210 to digital information and passed to
the MCU/DSP/CODEC 204 to the radio 203 for communication to the
console 100.
[0041] The input device 214, which will be described in greater
detail below with reference to FIGS. 6-9, is used to associate the
headset 200 with a particular Vport. The visual indicator 206
provides a user with an indication or confirmation of the
associated Vport. As will be described below, the audio related to
user's game play is communicated to/from the headset 200 based on
an association of the headset 200 to a Vport assigned to the user's
controller 154 or other discovered peripheral.
[0042] As noted above, the wireless headset 200 communicates
directly to the console 100, rather than the controller 154. As
such, the headset performs a binding/discovery similar to the
controller 154. To accomplish this, the wireless headset 200 is
associated with console and assigned a Vport. There are separate
Vports for controller and voice device ports.
[0043] FIG. 5 illustrates the process of binding and discovery for
a wireless headset 200. At step 220, a user connects (binds) to the
console by, e.g., pressing a button on the console 100, wireless
controller 154 or headset 200 (via input device 214). Preferably,
the headset 200 and/or the console 100 is powered-up after the bind
button is pressed, which advantageously reduces RF emissions.
However, in the case of the headset 200, the user may first power
up the headset 200 or the act of pressing the button may power up
the headset 200. Optionally, step 220 may be accomplished by
bringing the headset 200 into communication range of the console
100. At step 222, the console 100 initiates and completes bind
process with the headset 200. At step 224, it is determined if
there is one active controller 154. If so, then at step 226, the
headset 222 is assigned the same Vport as the active controller
154.
[0044] The user is then notified of the success of the association
at step 228. The notification may be audible or visual. An audible
confirmation of Vport assignment may be made by sending a sending a
chime or tone to the headset. Personalized settings may be
ignored/overridden in order to ensure the chime or tone is played
on the headset. Visual notification may be made by a flashing LED
(or other visual indicator 206) on the headset. If a single LED is
provided on the headset, it may be flashed at a predetermined rate.
If several LEDs are provided, an LED pattern may be flashed. It is
preferable in the later scenario that that pattern be the same as
the associated controller 154. Further, an on-screen display
notification may be used. If the association is unsuccessful, a
different set of notifications may be used than for successful
associations.
[0045] However, if at step 224, there is more than one active
controller 154, then the user is notified to selects a Vport to
which the headset 200 is to be associated by the console 100. This
notification may be performed through a visual on-screen display,
audibly or visually on the headset 200 via the indicator 206.
Referring now to FIGS. 6-9, the user selection of a Vport may be
accomplished through an input device 214 such as a dial or jog
shuttle (FIG. 6), slider (FIG. 7), button (FIG. 8) or toggle switch
(FIG. 9). One of ordinary skill in the art would recognize that
other mechanical input devices may be provided to make a selection
of the Vport.
[0046] The visual indicator 206 may include LEDs, a seven segment
display, etc. to convey to the user which Vport is selected on the
headset 200. The use of the input device aids in resolving/avoiding
conflicts between multiple headsets and a particular controller
154. Further, if multiple headsets are set to the same Vport, it is
preferable that the first one to be discovered is assigned to the
Vport. At step 232 the headset 200 is discovered and associated by
the console 100 to the selected Vport. A notification of the
successful association is provided at step 234. The notification
may be similar to that noted above.
[0047] Alternatively, the process may be performed using an
on-screen display. This may be desirable because the user may find
using the on-screen display more familiar and convenient for
configuring devices as the on-screen display is used to configure
many options for game play. Referring now to FIG. 10, the on-screen
process may begin when the user powers-up the wireless headset
(step 240). Next, a button is pressed on the controller and the
user navigates to an Options screen (steps 242 and 244). A "Find
wireless headset" option may be presented, and if selected, the
console initiates a bind process with headset (step 246). An
on-screen display is presented indicated to the user to press a
bind button on the headset (step 248). The user presses the
headset's bind button and the console completes the bind process to
associate the headset with controller. The headset may then notify
the user of a successful bind and association (step 250).
[0048] As another alternative, the user may power-up the wireless
headset and presses the headset's bind button (steps 240 and 242).
These two steps may be accomplished by a single press of a power
button. The user presses a button on the controller and navigates
to an Options screen (step 244). Next the user selects an "Assign
wireless headset" button from the Options screen (step 252). The
console initiates bind process with headset and associates headset
to the Vport of the controller that initiated the process. The
headset and/or on-screen display notify the user of a successful
bind and association (step 250).
[0049] The above processes may be repeated for every user that
wants to associate a wireless headset with their controller.
[0050] Thus, as described above, the console 100 manages the
association of headsets to controllers. Headsets are bound to
consoles, which allows the management of headsets and other
peripherals to evolve over time as the console 100 can be upgraded
with new features with relative ease. In addition, it is preferable
that a one-to-one association is made between headsets and
controllers.
[0051] In addition to the binding/discover notifications, a user
may be notified if the Vport assignment is lost and/or
re-associated. For example, the controller 100 association
preferably should be persisted between power/sleep cycles of the
console 100. However, the wireless controller discovery process may
reassign Vports after a power cycle. This means a controller 154
associated with Vport3 before the power cycle may be associated
with Vport1 after. The headset 200 will follow the controller 154
to Vport1.
[0052] The headset 200 originally associated with the controller
154 should follow the controller 154 to its newly assigned Vport.
This may be accomplished through some headset identifier or
preferably to a gamer profile used to associate a headset 200 to a
controller 154. In later instance, when a gamer signs-in, the
profile determines which headset 200 should be associated to the
controller 154 via a unique identifier of the headset 200
associated with the gamer profile. The controller 154 is
automatically assigned to a Vport at time of discovery and the
headset 200 is then associated to that Vport, as noted above.
[0053] It is possible that a user may wish to use a wired headset
during game play. When a wired headset is inserted to the headset
jack on a controller, the wireless headset association will be
dropped in favor of the wired headset. This is because it is
assumed that the wired headset is being used because of a user
preference and an accidental insertion of a wired headset is
unlikely.
[0054] In addition to a control to select a Vport, the headset may
include controls for power on/off, microphone mute, volume up/down,
connect to console, etc. Indicators may be provided for battery
level (e.g., LEDs or audible alert), headset ON, etc. A buzzer or
other audible mechanism may be provided to locate a missing headset
200.
[0055] While the processes above have been described with reference
to a wireless controller, it is noted they may equally apply to a
wired controller to which a wireless headset is to be
associated.
[0056] While the present invention has been described in connection
with the preferred embodiments of the various Figs., it is to be
understood that other similar embodiments may be used or
modifications and additions may be made to the described embodiment
for performing the same function of the present invention without
deviating therefrom.
* * * * *