Patent Publication Number: US-2023158413-A1

Title: Multi-device audio interface

Description:
CLAIM OF PRIORITY 
     This application is a continuation of application Ser. No. 16/702,141 filed on Dec. 3, 2019, now U.S. Pat. No. 11,027,206, which is a continuation of application Ser. No. 15/794,942 filed on Oct. 26, 2017, now U.S. Pat. No. 10,493,366, which is a continuation of application Ser. No. 15/366,636 filed on Dec. 1, 2016, now U.S. Pat. No. 9,808,725, which is a continuation of application Ser. No. 14/465,452 filed on Aug. 21, 2014, now U.S. Pat. No. 9,511,294, which claims the benefit of priority to U.S. provisional patent application 61/878,728 filed on Sep. 17, 2013 titled “Multi-Device Gaming Interface,” each of which is hereby incorporated herein by reference. 
    
    
     INCORPORATION BY REFERENCE 
     U.S. patent application Ser. No. 13/040,144 titled “Gaming Headset with Programmable Audio” and published as US2012/0014553, is hereby incorporated herein by reference. 
     TECHNICAL FIELD 
     Aspects of the present application relate to electronic gaming. More specifically, to methods and systems for a multi-device gaming interface. 
     BACKGROUND 
     Limitations and disadvantages of conventional approaches to gaming interfaces will become apparent to one of skill in the art, through comparison of such approaches with some aspects of the present method and system set forth in the remainder of this disclosure with reference to the drawings. 
     BRIEF SUMMARY 
     Methods and systems are provided for a multi-device gaming interface, substantially as illustrated by and/or described in connection with at least one of the figures, as set forth more completely in the claims. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG.  1 A  depicts an example gaming console. 
         FIG.  1 B  depicts the example gaming console and an associated network of peripheral devices. 
         FIGS.  2 A and  2 B  depict two views of an example implementation of a gaming headset. 
         FIG.  2 C  depicts a block diagram of the example headset of  FIGS.  2 A and  2 B . 
         FIG.  3 A  depicts two views of an example implementation of an audio basestation. 
         FIG.  3 B  depicts a block diagram of the audio basestation  400 . 
         FIG.  4    depicts a block diagram of an example multi-purpose device. 
         FIG.  5    is a flowchart illustrating an example process for setting up a multi-purpose device for use with a GPN. 
         FIG.  6    is a flowchart illustrating an example process for controlling gameplay on the console via a GPN. 
         FIG.  7    is a flowchart illustrating an example process for configuring peripherals of a GPN. 
         FIG.  8    is a flowchart illustrating an example process for automated, audio-triggered actions in a gaming system. 
     
    
    
     DETAILED DESCRIPTION 
     As utilized herein the terms “circuits” and “circuitry” refer to physical electronic components (i.e. hardware) and any software and/or firmware (“code”) which may configure the hardware, be executed by the hardware, and or otherwise be associated with the hardware. As used herein, for example, a particular processor and memory may comprise a first “circuit” when executing a first one or more lines of code and may comprise a second “circuit” when executing a second one or more lines of code. As utilized herein, “and/or” means any one or more of the items in the list joined by “and/or”. As an example, “x and/or y” means any element of the three-element set {(x), (y), (x, y)}. As another example, “x, y, and/or z” means any element of the seven-element set {(x), (y), (z), (x, y), (x, z), (y, z), (x, y, z)}. As utilized herein, the terms “e.g.,” and “for example” set off lists of one or more non-limiting examples, instances, or illustrations. As utilized herein, circuitry is “operable” to perform a function whenever the circuitry comprises the necessary hardware and code (if any is necessary) to perform the function, regardless of whether performance of the function is disabled, or not enabled, by some user-configurable setting. 
     Referring to  FIG.  1 A , there is shown game console  176  which may be, for example, a Windows computing device, a Unix computing device, a Linux computing device, an Apple OSX computing device, an Apple iOS computing device, an Android computing device, a Microsoft Xbox, a Sony Playstation, a Nintendo Wii, or the like. The example game console  176  comprises a video interface  124 , radio  126 , data interface  128 , network interface  130 , video interface  132 , audio interface  134 , southbridge  150 , main system on chip (SoC)  148 , memory  162 , optical drive  172 , and storage device  174 . The SoC  148  comprises central processing unit (CPU)  154 , graphics processing unit (GPU)  156 , audio processing unit (APU)  158 , cache memory  164 , and memory management unit (MMU)  166 . The various components of the game console  176  are communicatively coupled through various busses/links  136 ,  128 ,  142 ,  14 ,  146 ,  152 ,  160 ,  169 , and  170 . 
     The southbridge  150  comprises circuitry that supports one or more data bus protocols such as High-Definition Multimedia Interface (HDMI), Universal Serial Bus (USB), Serial Advanced Technology Attachment 2 (SATA 2), embedded multimedia card interface (e.MMC), Peripheral Component Interconnect Express (PCIe), or the like. The southbridge  150  receives audio and/or video from an external source via link  112  (e.g., HDMI), from the optical drive (e.g., Blu-Ray)  172  via link  168  (e.g., SATA 2), and/or from storage  174  (e.g., hard drive, FLASH memory, or the like) via link  170  (e.g., SATA 2 and/or e.MMC). Digital audio and/or video is output to the SoC  148  via link  136  (e.g., CEA-861-E compliant video and IEC 61937 compliant audio). The southbridge  150  exchanges data with radio  126  via link  138  (e.g., USB), with external devices via link  140  (e.g., USB), with the storage  174  via the link  170 , and with the SoC  148  via the link  152  (e.g., PCIe). 
     The radio  126  comprises circuitry operable to communicate in accordance with one or more wireless standards such as the IEEE 802.11 family of standards, the Bluetooth family of standards, and/or the like. 
     The network interface  130  comprises circuitry operable to communicate in accordance with one or more wired standards and to convert between wired standards. For example, the network interface  130  may communicate with the SoC  148  via link  142  using a first standard (e.g., PCIe) and may communicate with the network  106  using a second standard (e.g., gigabit Ethernet). 
     The video interface  132  comprises circuitry operable to communicate video in accordance with one or more wired or wireless video transmission standards. For example, the video interface  132  may receive CEA-861-E compliant video data via link  144  and encapsulate/format/etc., the video data in accordance with an HDMI standard for output to the monitor  108  via an HDMI link  120 . 
     The audio interface  134  comprises circuitry operable to communicate audio in accordance with one or more wired or wireless audio transmission standards. For example, the audio interface  134  may receive CEA-861-E compliant video data via link  144  and encapsulate/format/etc. the video data in accordance with an HDMI standard for output to the monitor  108  via an HDMI link  120 . 
     The central processing unit (CPU)  154  comprises circuitry operable to execute instructions for controlling/coordinating the overall operation of the game console  176 . Such instructions may be part of an operating system of the console and/or part of one or more software applications running on the console. 
     The graphics processing unit (GPU)  156  comprises circuitry operable to perform graphics processing functions such as compression, decompression, encoding, decoding, 3D rendering, and/or the like. 
     The audio processing unit (APU)  158  comprises circuitry operable to perform audio processing functions such as volume/gain control, compression, decompression, resampling, analog-to-digital conversion, digital-to-analog conversion, encoding, decoding, surround-sound processing, and/or the like to output single channel or multi-channel (e.g., 2 channels for stereo or 5, 7, or more channels for surround sound) audio signals. The APU  158  comprises memory (e.g., volatile and/or non-volatile memory)  159  which stores parameter settings affect processing of audio by the APU  158 . For example, the parameter settings may include a first audio gain/volume setting that determines, at least in part, a volume of game audio output by the console  176  and a second audio gain/volume setting that determines, at least in part, a volume of chat audio output by the console  176 . The parameter settings may be modified via a graphical user interface (GUI) of the console and/or via an application programming interface (API) provided by the console  176 . 
     The cache memory  164  comprises high-speed memory (typically DRAM) for use by the CPU  154 , GPU  156 , and/or APU  158 . The memory  162  comprises additional memory for use by the CPU  154 , GPU  156 , and/or APU  158 . The memory  162 , typically DRAM, may operate at a slower speed than the cache memory  164  but may also be less expensive than cache memory as well as operate at a higher-speed than the memory of the storage device  174 . The MMU  166  controls accesses by the CPU  154 , GPU  156 , and/or APU  158  to the memory  162 , the cache  164 , and/or the storage device  174 . 
     In  FIG.  1 A , the example game console  176  is communicatively coupled to a user interface device  102 , a user interface device  104 , a network  106 , a monitor  108 , and audio subsystem  110 . 
     Each of the user interface devices  102  and  104  may be, for example, a game controller (e.g., comprising one or more joysticks  107 , directional pads  103 , buttons  105  and/or the like), a keyboard, a motion sensor/position tracker, or the like. The user interface device  102  communicates with the game console  176  wirelessly via link  114  (e.g., Wi-Fi Direct, Bluetooth, and/or the like). The user interface device  102  communicates with the game console  176  via the wired link  140  (e.g., USB or the like). 
     The network  160  comprises a local area network and/or a wide area network. The game console  176  communicates with the network  106  via wired link  118  (e.g., Gigabit Ethernet). 
     The monitor  108  may be, for example, a LCD, OLED, or PLASMA screen. The game console  176  sends video to the monitor  108  via link  120  (e.g., HDMI). 
     The audio subsystem  110  may comprise, for example, a headset, a combination of headset and audio basestation, or a set of speakers and accompanying audio processing circuitry. The game console  176  sends audio to the audio subsystem  110  via link(s)  122  (e.g., S/PDIF for digital audio or “line out” for analog audio). Additional details of an example audio subsystem  110  are described below. 
     Referring to  FIG.  1 B , again shown is the console  176  connected to a plurality of peripheral devices and a network  106 . The example peripheral devices shown include a monitor  108 , an user interface device  102 , a headset  200 , an audio basestation  300 , and a multi-purpose device  180 . 
     The monitor  108  and user interface device  102  are as described above. An example implementation of the headset  200  is described below with reference to  FIGS.  2 A- 2 C . An example implementation of the audio basestation is as described below with reference to  FIGS.  3 A- 3 B . 
     The multi-purpose device  180  may be, for example, a tablet computer, a smartphone, a laptop computer, or the like, that runs an operating system such as Android, Linux, Windows, iOS, OSX, or the like. An example implementation of the multi-purpose device  180  is described below with reference to  FIG.  4   . Hardware (e.g., a network adaptor) and software (i.e., the operating system and one or more applications loaded onto the device  180 ) may configure the device  180  for operating as part of the GPN  190 . For example, an application running on the device  180  may cause display of a graphical user interface via which a user can access gaming-related data, commands, functions, parameter settings, etc. and via which the user can interact with the console  176  and the other devices of the GPN  190  to enhance his/her gaming experience. Examples of such interactions between the device  180  and the other devices of the GPN  190  are described below with reference to  FIGS.  5 - 9   . 
     The peripheral devices  102 ,  108 ,  180 ,  200 ,  300  are in communication with one another via a plurality of wired and/or wireless links (represented visually by the placement of the devices in the cloud of GPN  190 ). Each of the peripheral devices in the gaming peripheral network (GPN)  190  may communicate with one or more others of the peripheral devices in the GPN  190  in a single-hop or multi-hop fashion. For example, the headset  200  may communicate with the basestation  300  in a single hop (e.g., over a proprietary RF link) and with the tablet  180  in a single hop (e.g., over a Bluetooth or Wi-Fi direct link), while the tablet may communicate with the basestation  300  in two hops via the headset  200 . As another example, the user interface device  102  may communicate with the headset  200  in a single hop (e.g., over a Bluetooth or Wi-Fi direct link) and with the tablet  180  in a single hop (e.g., over a Bluetooth or Wi-Fi direct link), while the tablet  180  may communicate with the headset  200  in two hops via the user interface device  102 . These example interconnections among the peripheral devices of the GPN  190  are not exclusive, and any number and/or types of links among the devices of the GPN  190  is possible. 
     The GPN  190  may communicate with the console  176  via any one or more of the connections  114 ,  140 ,  122 , and  120  described above. The GPN  190  may communicate with a network  106  via one or more links  180  each of which may be, for example, Wi-Fi, wired Ethernet, and/or the like. 
     A database  182  which stores gaming audio data is accessible via the network  106 . The gaming audio data may comprise, for example, signatures of particular audio clips (e.g., individual sounds or collections or sequences of sounds) that are part of the game audio of particular games, of particular levels/scenarios of particular games, particular characters of particular games, etc. In an example implementation, the database  182  may comprise a plurality of records  183 , where each record  183  comprises an audio clip (or signature of the clip)  184 , a description of the clip  184  (e.g., the game it is from, when it occurs in the game, etc.), one or more gaming commands  186  associated with the clip, one or more parameter settings  187  associated with the clip, and/or other data associated with the audio clip. Records  183  of the database  182  may be downloadable to, or accessed in real-time by, one of more devices of the GPN  190 . Example use of data in the database  182  is described below with reference to  FIG.  9   . 
     Referring to  FIGS.  2 A and  2 B , there is shown two views of an example headset  200  that receives audio output by a gaming console, such as the console  176 , processes the audio, and presents the audio to a listener. The headset  200  comprises a headband  202 , a microphone boom  206  with microphone  204 , ear cups  208   a  and  208   b  which surround speakers  216   a  and  216   b , connector  210 , connector  214 , and user controls  212 . 
     The connector  210  may be, for example, a 3.5 mm headphone socket for receiving analog audio signals (e.g., receiving chat audio via an Xbox “talkback” cable). 
     The microphone  204  converts acoustic waves (e.g., the voice of the person wearing the headset) to electric signals for processing by circuitry of the headset and/or for output to a device (e.g., console  176 , basestation  300 , a smartphone, and/or the like) that is in communication with the headset. 
     The speakers  216   a  and  216   b  convert electrical signals to soundwaves. 
     The user controls  212  comprise dedicated and/or programmable buttons, switches, sliders, wheels, etc. for performing various functions. Example functions which the controls  212  may be configured to perform include: power the headset  200  on/off, mute/unmute the microphone  204 , control gain/volume of, and/or effects applied to, chat audio by the audio processing circuitry of the headset  200 , control gain/volume of, and/or effects applied to, game audio by the audio processing circuitry of the headset  200 , enable/disable/initiate pairing (e.g., via Bluetooth, Wi-Fi direct, or the like) with another computing device, and/or the like. 
     The connector  214  may be, for example, a USB port. The connector  214  may be used for downloading data to the headset  200  from another computing device and/or uploading data from the headset  200  to another computing device. Such data may include, for example, parameter settings (described below). Additionally, or alternatively, the connector  214  may be used for communicating with another computing device such as a smartphone, tablet compute, laptop computer, or the like. 
       FIG.  2 C  depicts a block diagram of the example headset  200 . In addition to the connector  210 , user controls  212 , connector  214 , microphone  204 , and speakers  216   a  and  216   b  already discussed, shown are a radio  220 , a CPU  222 , a storage device  224 , a memory  226 , and an audio processing circuit  230 . 
     The radio  220  comprises circuitry operable to communicate in accordance with one or more standardized (such as, for example, the IEEE 802.11 family of standards, the Bluetooth family of standards, and/or the like) and/or proprietary wireless protocol(s) (e.g., a proprietary protocol for receiving audio from an audio basestation such as the basestation  300 ). 
     The CPU  222  comprises circuitry operable to execute instructions for controlling/coordinating the overall operation of the headset  200 . Such instructions may be part of an operating system or state machine of the headset  200  and/or part of one or more software applications running on the headset  200 . In some implementations, the CPU  222  may be, for example, a programmable interrupt controller, a state machine, or the like. 
     The storage device  224  comprises, for example, FLASH or other nonvolatile memory for storing data which may be used by the CPU  222  and/or the audio processing circuitry  230 . Such data may include, for example, parameter settings that affect processing of audio signals in the headset  200  and parameter settings that affect functions performed by the user controls  212 . For example, one or more parameter settings may determine, at least in part, a gain of one or more gain elements of the audio processing circuitry  230 . As another example, one or more parameter settings may determine, at least in part, a frequency response of one or more filters that operate on audio signals in the audio processing circuitry  230 . As another example, one or more parameter settings may determine, at least in part, whether and which sound effects are added to audio signals in the audio processing circuitry  230  (e.g., which effects to add to microphone audio to morph the user&#39;s voice). Example parameter settings which affect audio processing are described in the above incorporated co-pending U.S. patent application Ser. No. 13/040,144. Particular parameter settings may be selected autonomously by the headset  200  in accordance with one or more algorithms, based on user input (e.g., via controls  212 ), and/or based on input received via one or more of the connectors  210  and  214 . 
     The memory  226  comprises volatile memory used by the CPU  230  and/or audio processing circuit  230  as program memory, for storing runtime data, etc. 
     The audio processing circuit  230  comprises circuitry operable to perform audio processing functions such as volume/gain control, compression, decompression, resampling, analog-to-digital conversion, digital-to-analog conversion, encoding, decoding, introduction of audio effects (e.g., echo, phasing, virtual surround effect, etc.), and/or the like. As described above, the processing performed by the audio processing circuit  230  may be determined, at least in part, by which parameter settings have been selected. The processing may be performed on game, chat, and/or microphone audio that is subsequently output to speaker  216   a  and  216   b . Additionally, or alternatively, the processing may be performed on chat audio that is subsequently output to the connector  210  and/or radio  220 . 
       FIG.  3 A  depicts two views of an example implementation of the audio basestation  300 . The basestation  300  comprises status indicators  302 , user controls  310 , power port  324 , and audio connectors  314 ,  316 ,  318 , and  320 . 
     The audio connectors  314  and  316  comprise digital audio in and digital audio out (e.g., S/PDIF) connectors, respectively. The audio connectors  318  and  320  comprise a left “line in” and a right “line in” connector, respectively. The controls  310  comprise, for example, a power button, a button for enabling/disabling virtual surround sound, a button for adjusting the perceived angles of the speakers when the virtual surround sound is enabled, and a dial for controlling a volume/gain of the audio received via the “line in” connectors  318  and  320 . The status indicators  302  indicate, for example, whether the audio basestation  300  is powered on, whether audio data is being received by the basestation  300  via connectors  314 , and/or what type of audio data (e.g., Dolby Digital) is being received by the basestation  300 . 
       FIG.  3 B  depicts a block diagram of the audio basestation  300 . In addition to the user controls  310 , indicators  302 , and connectors  314 ,  316 ,  318 , and  320  described above, the block diagram additionally shows a CPU  322 , a storage device  324 , a memory  326 , a radio  320 , an audio processing circuit  330 , and a radio  332 . 
     The radio  320  comprises circuitry operable to communicate in accordance with one or more standardized (such as the IEEE 802.11 family of standards, the Bluetooth family of standards, and/or the like) and/or proprietary (e.g., proprietary protocol for receiving audio protocols for receiving audio from a console such as the console  176 .) wireless protocols. 
     The radio  332  comprises circuitry operable to communicate in accordance with one or more standardized (such as, for example, the IEEE 802.11 family of standards, the Bluetooth family of standards, and/or the like) and/or proprietary wireless protocol(s) (e.g., a proprietary protocol for transmitting audio to headphones  200 ). 
     The CPU  322  comprises circuitry operable to execute instructions for controlling/coordinating the overall operation of the audio basestation  300 . Such instructions may be part of an operating system or state machine of the audio basestation  300  and/or part of one or more software applications running on the audio basestation  300 . In some implementations, the CPU  322  may be, for example, a programmable interrupt controller, a state machine, or the like. 
     The storage  324  comprises, for example, FLASH or other nonvolatile memory for storing data which may be used by the CPU  322  and/or the audio processing circuitry  330 . Such data may include, for example, parameter settings that affect processing of audio signals in the basestation  300 . For example, one or more parameter settings may determine, at least in part, a gain of one or more gain elements of the audio processing circuitry  330 . As another example, one or more parameter settings may determine, at least in part, a frequency response of one or more filters that operate on audio signals in the audio processing circuitry  330 . As another example, one or more parameter settings may determine, at least in part, whether and which sound effects are added to audio signals in the audio processing circuitry  330  (e.g., which effects to add to microphone audio to morph the user&#39;s voice). Example parameter settings which affect audio processing are described in above-incorporated U.S. patent application Ser. No. 13/040,144 titled “Gaming Headset with Programmable Audio” and published as US2012/0014553. Particular parameter settings may be selected autonomously by the basestation  300  in accordance with one or more algorithms, based on user input (e.g., via controls  310 ), and/or based on input received via one or more of the connectors  314 ,  316 ,  318 , and  320 . 
     The memory  326  comprises volatile memory used by the CPU  322  and/or audio processing circuit  330  as program memory, for storing runtime data, etc. 
     The audio processing circuit  330  comprises circuitry operable to perform audio processing functions such as volume/gain control, compression, decompression, resampling, analog-to-digital conversion, digital-to-analog conversion, encoding, decoding, introduction of audio effects (e.g., echo, phasing, virtual surround effect, etc.), and/or the like. As described above, the processing performed by the audio processing circuit  330  may be determined, at least in part, by which parameter settings have been selected. The processing may be performed on game and/or chat audio signals that are subsequently output to a device (e.g., headset  200 ) in communication with the basestation  300 . Additionally, or alternatively, the processing may be performed on a microphone audio signal that is subsequently output to a device (e.g., console  176 ) in communication with the basestation  300 . 
       FIG.  4    depicts a block diagram of an example multi-purpose device  180 . The example multi-purpose device  180  comprises an application processor  402 , memory subsystem  404 , a cellular/GPS networking subsystem  406 , sensors  408 , power management subsystem  410 , LAN subsystem  412 , bus adaptor  414 , user interface subsystem  416 , and audio processor  418 . 
     The application processor  402  comprises circuitry operable to execute instructions for controlling/coordinating the overall operation of the multi-purpose device  180  as well as graphics processing functions of the multi-purpose device  402 . Such instructions may be part of an operating system of the console and/or part of one or more software applications running on the console. 
     The memory subsystem  404  comprises volatile memory for storing runtime data, nonvolatile memory for mass storage and long-term storage, and/or a memory controller which controls reads and writes to memory. 
     The cellular/GPS networking subsystem  406  comprises circuitry operable to perform baseband processing and analog/RF processing for transmission and reception of cellular and GPS signals. 
     The sensors  408  comprise, for example, a camera, a gyroscope, an accelerometer, a biometric sensor, and/or the like. 
     The power management subsystem  410  comprises circuitry operable to manage distribution of power among the various components of the multi-purpose device  180 . 
     The LAN subsystem  412  comprises circuitry operable to perform baseband processing and analog/RF processing for transmission and reception of cellular and GPS signals. 
     The bus adaptor  414  comprises circuitry for interfacing one or more internal data busses of the multi-purpose device with an external bus (e.g., a Universal Serial Bus) for transferring data to/from the multi-purpose device via a wired connection. 
     The user interface subsystem  416  comprises circuitry operable to control and relay signals to/from a touchscreen, hard buttons, and/or other input devices of the multi-purpose device  180 . 
     The audio processor  418  comprises circuitry operable to process (e.g., digital to analog conversion, analog-to-digital conversion, compression, decompression, encryption, decryption, resampling, etc.) audio signals. The audio processor  418  may be operable to receive and/or output signals via a connector such as a 3.5 mm stereo and microphone connector. 
       FIG.  5    is a flowchart illustrating an exemplary process for setting up a multi-purpose device for use with a GPN. In block  502 , a user installs an application onto the multi-purpose device  180  that adapts the multi-purpose device  180  for joining the GPN  190  and interacting with other game peripherals and/or the game console  176 . In block  504 , the user of the multi-purpose device  180 , using the installed GPN app, programs and/or downloads gaming-related data, commands, parameter settings, etc. for one or more specific games that the user intends to play on the console  176 . For example, via the installed GPN app, the user may access the database  182  ( FIG.  1 B ) and download one or more records  183  corresponding to the desired games to be played on the console  176 . As another example, the user may, using a graphical user interface of the GPN app, create or edit a command, or parameter setting, description, or other information that is to be associated with an audio clip in a database record. The created or edited database record may be stored to local memory (e.g., memory of the subsystem  404 ) and/or uploaded to the database  182 . In block  506 , the user powers on game console  176  and the peripheral devices of the GPN  190 . In block  508 , one or more communication links among the peripheral devices of the GPN and one or more communication links between the GPN  190  and console  176  are established. In block  510 , the user opens the GPN application on the device  180  and selects a game (e.g., “Game X”) from a list of supported games. For example, the user navigates one or more menus using a touchscreen and/or voice commands to bring up a Game X screen which comprises one or more GUI elements that correspond to commands for Game X, parameter settings for Game X, audio clips for Game X, and/or other data/functions related to Game X. 
       FIG.  6    is a flowchart illustrating an example process for controlling gameplay on the console via a GPN. In block  602 , which follows block  510  of  FIG.  5    in an example implementation, the user playing Game X on game console  176  selects (e.g., using a GUI and/or voice commands) a desired command in the GPN app running on the multi-purpose device. For example, Game X may be a “first person adventure” type game and the command may be “run forward ten steps, duck for five seconds, then jump.” In block  604 , in response to the user selecting the command, the command is transmitted from the multi-purpose device  180  to the user interface device  102 . In block  606 , the command is received at the user interface device  102 . In response to the command, the user interface device generates simulated user input corresponding to the command and transmits the simulated user input to the game console  176 . For example, the user interface device generates the electrical signals that correspond to a user interacting with the controls  103 ,  105 ,  107  to run forward ten steps, then duck for five seconds, and then jump. In block  608 , the simulated user input arrives at the console  176  and gameplay is affected as if the user had manually performed the user input on the user interface device  103 . For example, in response to the received simulated input, the on-screen character runs forward ten steps, ducks for five seconds, and then jumps. 
     In another example implementation, the commands may be stored in the headset  200  and may be transmitted to the user interface device  102  in response to a voice command or pressing one of the controls  112 . 
       FIG.  7    is a flowchart illustrating an example process for configuring peripherals of a GPN. In block  702 , which follows block  510  of  FIG.  5    in an example implementation, the user selects (e.g., using a GUI and/or voice commands) desired parameter settings in the GPN app running on device  180 . The parameter settings may be for any one or more peripherals of the GPN  190  and/or for the console  176 . As an example, parameter settings for the headset  200  may be as described above. As another example, parameter settings for the user interface device  102  may comprise joystick  107  sensitivity, directional pad  103  sensitivity, button  105  sensitivity, mapping of different functions to different ones of the controls  105 ,  107 , and/or  103  (e.g., changing which button jumps, which joystick controls aiming, etc.), and/or the like. In block  704 , in response to selection of parameter settings, the parameter settings and/or a command to load/switch to those parameter settings is transmitted by the device  180  to the associated peripheral device(s). In block  702 , the peripheral device(s) associated with the parameter settings receive the command(s) and, in response, store and/or switch to the selected parameter settings 
       FIG.  8    is a flowchart illustrating an example process for automated, audio-triggered actions in a gaming system. In block  802 , which follows block  510  of  FIG.  5    in an example implementation, game audio output by the game console  176  during gameplay of Game X is monitored for the occurrence of one or more of the specific audio clips associated with Game X in the database  182  and/or in local memory of the device that is monitoring the game audio (e.g., the headset  200 , the basestation  300 , and/or another device of the GPN  190 ). In block  804 , in response to detecting occurrence of one of the monitored-for audio clips, an action by one or more of the peripheral devices is automatically triggered. For example, the occurrence of a clip may automatically cause selection of a command as in block  602  of  FIG.  6    and the blocks  604 - 608  may then be carried out. As another example, the occurrence of a clip may automatically cause selection of parameter settings as in block  702  of  FIG.  7    and the blocks  704 - 406  may then be carried out. As another example, the occurrence of the clip may cause an audio alert to be generated by the headset  200  and/or a visual alert to be generated on the screen of the device  180 . 
     An electronic device (e.g., device  180  or headset  200 ) may be configured to present a user interface (e.g., GUI on device  180  or buttons on  212  on headset  200 ) via which a user can select from a plurality of commands associated with a particular video game. The video game may run on a game console (e.g., console  176 ) that is separate from the electronic device. In response to a selection of one of the plurality of commands, the electronic device may transmit the selected one of the plurality of commands to a user interface device (e.g., device  102 ). The selected command may cause the user interface device to transmit a corresponding one or more simulated user inputs to the game console. The selection of the command may occur automatically in response to detection, by audio processing circuitry (e.g., in the electronic device and/or in another device that communicates with the electronic device via a wired or wireless link), of an occurrence of the particular audio clip in an audio signal output by the game console. 
     Parameter settings for a headset (either the electronic device itself, or a device coupled to the electronic device) may be associated, in memory, with a particular audio clip from the video game. The electronic device may be configured to automatically send the parameter settings to the headset in response to detection, by audio processing circuitry, of an occurrence of the particular audio clip in an audio signal output by the game console. The parameter settings may determine a manner in which the headset processes game audio received by the headset from the game console. The parameter settings may determine a manner in which the headset processes chat audio received by the headset from the game console. The parameter settings may determine a manner in which the headset processes microphone audio to be output by the headset to the game console. 
     The transmitted selected one of the plurality of commands may be routed to the user interface device via a headset. A link traversed by the transmitted selected one of the plurality of commands from the electronic device to the headset may use a first communication protocol (e.g., Bluetooth), and a link traversed by the transmitted selected one of the plurality of commands from the electronic device to the headset may use a second communication protocol (e.g., Wi-Fi Direct). 
     The present method and/or system may be realized in hardware, software, or a combination of hardware and software. The present methods and/or systems may be realized in a centralized fashion in at least one computing system, or in a distributed fashion where different elements are spread across several interconnected computing systems. Any kind of computing system or other apparatus adapted for carrying out the methods described herein is suited. A typical combination of hardware and software may be a general-purpose computing system with a program or other code that, when being loaded and executed, controls the computing system such that it carries out the methods described herein. Another typical implementation may comprise an application specific integrated circuit or chip. Some implementations may comprise a non-transitory machine-readable (e.g., computer readable) medium (e.g., FLASH drive, optical disk, magnetic storage disk, or the like) having stored thereon one or more lines of code executable by a machine, thereby causing the machine to perform processes as described herein. 
     While the present method and/or system has been described with reference to certain implementations, it will be understood by those skilled in the art that various changes may be made and equivalents may be substituted without departing from the scope of the present method and/or system. In addition, many modifications may be made to adapt a particular situation or material to the teachings of the present disclosure without departing from its scope. Therefore, it is intended that the present method and/or system not be limited to the particular implementations disclosed, but that the present method and/or system will include all implementations falling within the scope of the appended claims.