Module Descriptors
AUDIO DEVELOPMENT
GDEV50009
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Mathew Dalgleish
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • AUDIO SYNTH weighted at 25%
  • AUDIO MECHANIC PROJECT weighted at 60%
  • CLASS TEST 45 MINUTES weighted at 15%
Module Details
INDICATIVE CONTENT
This module will cover the following topics:

Sound synthesis

Audio effects

Foley Techniques

Sound compression techniques

Audio device communication

Sound processing engine implementation

Game engine audio development tools

Audio game mechanics

Game audio for accessibility
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1 and 4)

An Audio Synth weighted at 25% consisting of:

An audio synthesiser that generates sound on key presses or similar simple input.


Assessment Component 2- (Learning Outcomes 2,3 and 4)

An Audio Mechanic Project weighted at 60% consisting of:

A project showcasing a game mechanic that relies on audio in some measure.

An accompanying mechanic design document.

An Audio Block Diagram


Assessment Component 3- (Learning Outcome 1)

A Class Test weighted at 15% consisting of:

A test on the audio principles studied as part of the module.
LEARNING STRATEGIES
1hr Lecture

3hr lecture/tutorial session which will include demonstrations, development periods, critiques and support opportunities.

2hr Workshop which will include structured support time to work on assessment projects with a focussed session.

Learning will be supported by a range of video and written tutorials available online via a VLE.
LEARNING OUTCOMES

1. Differentiate between a variety of techniques to create and manipulate sound

2. Research audio techniques for game mechanics

3. Solve development problems around player experience using audio analysis techniques

4. Implement audio techniques to create immersive experiences
RESOURCES
Unity Engine

Unreal Engine

Pure Data

FMod/wWise Engine

Audacity

Microsoft Visual Studio

Version Control (GitHub, Plastic SCM or equivalent)

Digital Academy Forum

Digital Academy Uploads
REFERENCE TEXTS
Smith, S (1999) The Scientist and Engineer’s Guide to Digital Signal Processing ISBN: 978-0966017649

Somberg, G (2020) Game Audio Programming: Principles and Practices ISBN: 978-0367658342

Pirkle, W (2021) Designing Software Synthesizer Plugins in C++: With Audio DSP ISBN: 978-0367510466

Goodwin, S (2019) Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality ISBN: 978-1138543911

Farnell, A (2010) Designing Sound ISBN: 9780262014410

Roads, C (2023) The Computer Music Tutorial 2nd ed ISBN: 9780262044912
WEB DESCRIPTOR
You will explore how to create audio through synthesis and use it to make game experiences better, how audio can be generated and filtered to create different virtual instruments along with how we can use audio in games as either a focal mechanic or as a supportive element. On completion of this module, you will understand how to enhance experiences with audio and create sounds for any given situation from raw waveforms and understand their effects on game feel.