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Audio in Games

description9 papers
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lightbulbAbout this topic
Audio in games refers to the study and application of sound design, music composition, and audio engineering within video games. It encompasses the creation and integration of sound effects, dialogue, and background music to enhance gameplay, narrative, and player immersion.
lightbulbAbout this topic
Audio in games refers to the study and application of sound design, music composition, and audio engineering within video games. It encompasses the creation and integration of sound effects, dialogue, and background music to enhance gameplay, narrative, and player immersion.

Key research themes

1. How does audio enhance immersion and flow in game experiences?

This theme investigates the role of audio elements such as vocal sounds, augmented audio feedback, and multi-sensory integration in deepening player immersion and inducing flow states during gameplay. It emphasizes how sound fosters emotional engagement, realistic atmospheres, and continuous player concentration, all critical for compelling game experiences.

Key finding: The study demonstrates that vocal sounds serve not only to convey dialogue or linguistic information but also primarily enhance atmospheric and emotional immersion in video games. By analyzing various games, it shows that... Read more
Key finding: This experimental study developed and tested an augmented audio prototype integrated with the board game 'Rising Sun' that delivered real-time, spatialized sound feedback mapped to in-game actions. Results from user trials... Read more
Key finding: The scoping review of 121 VR audio studies reveals the critical but underappreciated role of audio in enhancing user experience (UX) and player experience (PX), notably through affective, cognitive, and motivational gains.... Read more

2. What technical and design methodologies improve accessibility and interaction through audio in games?

This theme focuses on audio-based game design techniques and technological solutions devised to enhance accessibility for users with impairments, including visually or hearing-impaired players. It addresses how sound visualization, sonification, minimalistic interface design, and adaptive audio cues facilitate usability and enjoyment of games, whether fully audio-only or augmented with visual or haptic feedback. The design implications emphasize user-centered approaches to creating inclusive audio gaming experiences.

Key finding: This work introduces SoundVizVR, a Unity-based plugin designed to visually represent VR sound characteristics for deaf or hard-of-hearing users through sound-characteristic indicators (mini-maps, on-object indicators) and... Read more
Key finding: By addressing the complexity of audio game controls, this paper reports on Tampokme, an audio-only multiplayer game designed for visually and motor impaired players with simplified command schemes that minimize cognitive... Read more
Key finding: The paper synthesizes 50 design guidelines for audio games derived from literature review, case studies, and user observations with visually impaired players. Key insights include the importance of clear auditory feedback,... Read more
Key finding: This thesis contributes an ethnographically grounded theory of audio game experiences built upon interviews with passionate audio game players and designers alongside practice-based design experiments. It highlights that... Read more

3. How can advanced audio synthesis and spatialization technologies enhance realism and interactive sound design in games?

This theme explores technical frameworks and synthesis approaches aiming to create realistic, dynamic, and context-responsive game audio through physical modeling, multichannel surround setups, and intelligent sound design. It covers sound propagation modeling, algorithmic synthesis techniques, and intelligent audio agents, focusing on the challenges and innovations necessary to produce believable audio that adapts organically to game physics and player interactions.

Key finding: This paper presents an efficient physically based sound synthesis approach where game objects are discretized into spring-mass systems, enabling real-time synthesis of surface vibrations and sound emission that vary naturally... Read more
Key finding: This technical committee document codifies the 5.1-channel surround sound standard widely adopted in gaming and film applications. Providing a reference configuration of three front channels (left, center, right), two... Read more
Key finding: This research advocates integrating artificial intelligence (AI) agents into interactive music and sound design in games to overcome current technological and compositional limitations. Using AI architectures like Soar, audio... Read more
Key finding: This survey paper reviews audio design workflows and technological constraints in game production, emphasizing the progressive shift from static recorded sounds to generative, procedural audio that reacts to game events. It... Read more

All papers in Audio in Games

O artigo aborda o uso das sonoridades nos jogos eletrônicos explorando o quanto afetam a identidade e as dinâmicas do jogo. Entendemos que tais afetações são coo-determinadas por expressões aurais que agem como tecnologias moduladoras de... more
Outlier detection is an important subarea of data mining that can be used for fraud detection but, as far as we know, there are no games developed to teach this subject. To address this gap, in this paper we present Encontre a Fraude, a... more
Outlier detection is an important subarea of data mining that can be used for fraud detection but, as far as we know, there are no games developed to teach this subject. To address this gap, in this paper we present Encontre a Fraude, a... more
A presente dissertação busca discutir e exemplificar os processos composicionais aplicados no Audio Game Breu, jogo eletrônico do gênero suspense/terror, constituído exclusivamente de recursos sonoros. Dentre dezenas de jogos eletrônicos... more
O presente artigo pretende apresentar um resumo da dissertação, e suas produções relacionadas (desenvolvimento de um jogo eletrônico e partitura musical), que busca discutir e exemplificar os processos composicionais aplicados no Audio... more
O Audio Game Breu é um jogo eletrônico constituído exclusivamente por recursos sonoros produzido pela equipe de desenvolvimento de jogos Team Zeroth. O presente artigo pretende fazer uma análise dos elementos temporais presentes na... more
Resumo: ​ Breu é um Audio Game​, jogo eletrônico constituído exclusivamente por recursos sonoros, sendo produzido pela equipe de desenvolvimento de jogos eletrônicos ​ Team Zeroth​. O presente artigo busca abordar a importância da imersão... more
This paper studies two techniques of video game music composition used by Austin Wintory in the original score for Journey (2012). It aims to evince how these techniques behave on the practical field, its characteristics and in-game... more
O presente tutorial pretende abordar os processos de criação e implementação dos sons para um Audio Game, jogo eletrônico constituído exclusivamente por recursos sonoros, perpassando por processos de Composição musical, Sound Design e... more
O ensino de composição musical para Games é uma matéria tão recente e, assim como o próprio desenvolvimento de jogos eletrônicos em si, com inúmeras possibilidades metodológicas a serem experimentadas e validadas. Pensando em trazer novas... more
Ludum, do latim, significa jogo. O presente artigo busca abordar o processo criativo da composição musical Ludum para flauta, violino e violoncelo, da qual aplica conceitos e técnicas retirados do contexto do Áudio Dinâmico para jogos... more
De acordo com Jason Brame 2009, o jogo Super Mario Bros (1985) tem uma das melodias mais conhecidas dos jogos eletrônicos. Esta trilha tem sido objeto de estudo sob a ótica da harmonia, forma e narrativa musicais, mas nenhum desses... more
This project aimed to develop an understanding of middleware software FMOD, through the creation of an interactive music system and a non-repetitive ambient sound design. A study of job adverts both present and past indicated that FMOD... more
This paper aims to describe the functionality, types and issues of interactive audio in Limbo (2010).
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