Shaping Non-Linear Soundscapes : Creative and Technical Approaches for Game Audio Mixing
| dc.contributor.author | Saarinen, Mikko | |
| dc.contributor.organization | fi=Taideyliopiston Sibelius-Akatemia, Musiikkikasvatuksen, jazzin ja kansanmusiikin osasto, Musiikkiteknologia|sv=Konstuniversitetets Sibelius-Akademi, avdelningen för musikpedagogik, jazz och folkmusik, Musikteknologi|en=Uniarts Helsinki’s Sibelius Academy, Faculty of Music Education, Jazz, and Folk Music, Music Technology| | |
| dc.date.accessioned | 2025-08-21T13:33:22Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | This thesis examines the audio mixing process for video games and is aimed at anyone interested in the field of interactive audio. The research focuses on the creation of a mix that aligns with a game’s core design and artistic vision while meeting today’s technical standards and requirements. Written from a sound designer’s perspective, the thesis explores workflows, tools, and techniques for mixing in non-linear media, offering a practical and holistic lens that considers the technical, artistic, and collaborative aspects of interactive audio. This study examines how a well-crafted mix enhances gameplay clarity, immersion, and emotional impact, ensuring that players receive essential auditory feedback while experiencing a compelling soundscape. A significant focus is placed on practical implementation, including the role of audio middleware, real-time mix adjustments, and technologies such as object-based audio and 3D spatialization. Case studies of existing games, along with reflections on personal industry experience, provide real-world examples of interactive mixing solutions. By bridging academic research and industry practice, this thesis serves as both an educational resource and a reference for professionals, offering insights into the evolving landscape of game audio mixing in modern interactive media. | |
| dc.format.content | fulltext | |
| dc.format.extent | 66 | |
| dc.identifier.uri | https://taju.uniarts.fi/handle/11111/5787 | |
| dc.identifier.urn | URN:NBN:fi-fe2025082183912 | |
| dc.language.iso | eng | |
| dc.publisher | Taideyliopiston Sibelius-Akatemia | |
| dc.rights | In Copyright 1.0 | |
| dc.rights.accesslevel | openAccess | |
| dc.subject | game audio | |
| dc.subject | sound design | |
| dc.subject | Wwise (Wave Works Interactive Sound Engine) | |
| dc.subject | FMOD | |
| dc.subject.degreeprogram | fi=musiikkiteknologia|sv=musikteknologi|en=Music Technology| | |
| dc.subject.yso | computer games | |
| dc.subject.yso | mixing (sound) | |
| dc.subject.yso | audio design | |
| dc.subject.yso | game music | |
| dc.subject.yso | middleware | |
| dc.subject.yso | interactive art | |
| dc.title | Shaping Non-Linear Soundscapes : Creative and Technical Approaches for Game Audio Mixing | |
| dc.type.coar | fi=opinnäyte (maisteri)|sv=lärdomsprov (magister)|en=master thesis| | |
| dc.type.ontasot | fi=Tutkielma|sv=Magisteravhandling|en=Master's Thesis| |
Tiedostot
1 - 1 / 1