Joakim Enigk Sjöberg
joakimenigksjoberg.bsky.social
Joakim Enigk Sjöberg
@joakimenigksjoberg.bsky.social
Senior Technical Sound Designer
Supporting Audio Lead @ Hazelight
Stockholm, Sweden
Also, this is how I travel to one of the great hockey capitals - representing my own team! Ever heard of Peter ”The Great” Forsberg? The Sedin brothers? Victor Hedman? You’re welcome, NHL.
November 9, 2025 at 8:39 AM
Moving out to #MIGS2025 today! Really happy to get the chance to make new friends in Canada.
If you’re one of these prospects, and especially if you’re into audio, do join the #audiokinetic #wwise Tour on Tuesday

#gameaudio
November 9, 2025 at 6:14 AM
#UEFest is on in Stockholm next week, and I’d love to fill up my dance card as much as possible ahead of it! I have much to share about how the #Hazelight audio team merges #Reaper, #Wwise and #UnrealEngine, and of ”SoundDefs” - our custom audio implementation sandbox in UE.

See you!
#gameaudio
September 17, 2025 at 9:17 AM
Stutter
The pops heard when changing stutter length is a product of updating the value by moving the slider - in runtime this is eliminated by interpolation in the stutter buffer.
August 16, 2025 at 2:51 PM
HazeFilter
What you’re hearing is not panning, but instead a LowPass-filter on only the left channel of a stereo output
August 16, 2025 at 2:51 PM
BitCrusher
August 16, 2025 at 2:51 PM
Original VO
August 16, 2025 at 2:51 PM
This special compressor was designed late for #SplitFiction and was never used in the end. It’s side chain compressor, but used to have the signal of one instance of a bus duck another instance of the same bus. Allows for great mixing control where HDR can’t quite do it. More on this later!
August 15, 2025 at 8:41 AM
One of my favorites built for #SplitFiction is the Stutter-effect. A circular-buffer that when engaged will lock and loop the captured buffer indefinitely. Used on VO and Music in key moments, such as bosses, player death and gameover. Also on proximity to side story portals! Very cool stuff.
August 15, 2025 at 8:41 AM
Pretty standard BitCrusher. Optionally mixes in a noise signal modulated by an audio follower envelope of the input to add some extra grit or fullness. Makes for cool momentary processing or runtime FX for VO to keep processing holistic for all languages.
August 15, 2025 at 8:41 AM
HazeFilter is a 7.1.4 with separate processing per channel. Has allowed us to do some really creative and cool filtering for split-screen games, such as extreme low-passing on one side of the mix. Important pillar of mixing both #ItTakesTwo and #SplitFiction
August 15, 2025 at 8:41 AM
First of is our HazeDelay, which really is just a version of the standard AK Delay-plugin that also allows for variable delay lengths via RTPC. Most significant use is in variable delays modeled for early reflections in different directions. Filters in feedback-loop added for extra functionality.
August 15, 2025 at 8:41 AM