Shaping Non-Linear Soundscapes : Creative and Technical Approaches for Game Audio Mixing

dc.contributor.authorSaarinen, Mikko
dc.contributor.organizationfi=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.accessioned2025-08-21T13:33:22Z
dc.date.issued2025
dc.description.abstractThis 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.contentfulltext
dc.format.extent66
dc.identifier.urihttps://taju.uniarts.fi/handle/11111/5787
dc.identifier.urnURN:NBN:fi-fe2025082183912
dc.language.isoeng
dc.publisherTaideyliopiston Sibelius-Akatemia
dc.rightsIn Copyright 1.0
dc.rights.accesslevelopenAccess
dc.subjectgame audio
dc.subjectsound design
dc.subjectWwise (Wave Works Interactive Sound Engine)
dc.subjectFMOD
dc.subject.degreeprogramfi=musiikkiteknologia|sv=musikteknologi|en=Music Technology|
dc.subject.ysocomputer games
dc.subject.ysomixing (sound)
dc.subject.ysoaudio design
dc.subject.ysogame music
dc.subject.ysomiddleware
dc.subject.ysointeractive art
dc.titleShaping Non-Linear Soundscapes : Creative and Technical Approaches for Game Audio Mixing
dc.type.coarfi=opinnäyte (maisteri)|sv=lärdomsprov (magister)|en=master thesis|
dc.type.ontasotfi=Tutkielma|sv=Magisteravhandling|en=Master's Thesis|

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