Module Descriptors
AUDIO PROGRAMMING
GDEV50055
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Mathew Dalgleish
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • AUDIO TOOL OR SYSTEM weighted at 50% - Learning outcome(s) assessed: 1,2
  • PRESENTATION - 15 MINUTES weighted at 50% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
This module covers:

Fundamentals of sound (amplitude, phase, frequency, decibels)
Fundamentals of digital audio (sampling rates, bit depth, quantisation, file types – compressed/uncompressed, lossy/lossless, etc.)
Buffer types
Sound file loading and playback
Multichannel playback and diffusion
Periodic and aperiodic sound generation
Random signals
Digital filters
DFT and FFT
Convolution
Propagation
Auditory scene analysis
Mixing and adaptive and intelligent mixing
Localisation
Sound spatialisation
Relevant sources for research and identifying a relevant problem.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Audio Tool or System 50% [Learning Outcomes 1 and 2]

A low-level audio tool or audio system in-engine that meets an identified need or purpose related to (for example, but not limited to) signal generation, processing, and/or mixing, and/or audio integration, as relevant to a video games context.

Assessment Component 1 – Presentation 50% [Learning Outcomes 3 and 4]

A 15-minute presentation (recorded or in-person) consisting of:
Brief introduction to the audio tool or system
Overview of methodology
Survey of related work
Demonstration of the tool or system
Reflection.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured combination of timetabled sessions and independent study designed to support a coherent learning journey. Timetabled sessions will typically include lectures that introduce core concepts relating to audio and audio programming, and workshops that allow students to identify and frame problems of interest, to apply techniques to a range of problems, engage in structured discussion, and undertake audio-related activities focused on problem solving and development. Independent study will involve recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Research, identify and refine relevant audio programming problems and formulate relevant solutions that enable the development of an industry-relevant artefact.

Research Skills
Application & Problem Solving

2. Demonstrate detailed knowledge and understanding of theories, concepts, processes, and techniques relevant to the chosen area(s) of audio.

Knowledge & Understanding

3. Reflect on the artefact(s) produced and the process(es) used throughout development, along with personal growth.

Reflection

4. Present solutions in a concise, clear and professional manner for a mixed (industry, academic, non-specialist) audience.

Communication
RESOURCES
Game Engine with audio capabilities
Audio Editor
IDE and Code Editor
Version Control
Digital Academy Forum
Digital Academy Upload
Game Lab
Office 365
TEXTS
Bridgett, R. (2023). Working with Sound: The Future of Audio Work in Interactive Entertainment. New York: Routledge.

Goodwin, S. N. (2019). Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality. New York: Routledge.

Roads, C. (2023). The Computer Music Tutorial (2nd edition). Cambridge, MA: The MIT Press.

Sonberg, G. (2022). Game Audio Programming 3: Principles and Practices. London: CRC Press.
WEB DESCRIPTOR
Interested in sound and music for video games? Game audio is a fast-moving and highly innovative area where emerging technologies and cutting-edge techniques meet aspects of physical acoustics and the astounding capabilities of the human auditory system. In this module, you will pull back the curtain on the technical side of game audio, dive deep into how game audio really works, develop an understanding of underlying systems and key aspects such as sound generation, processing, mixing, and spatialisation, and find out more about the numerous career paths on the technical side of audio. You will explore a range of tools and approaches, from the established to the cutting edge, and then implement a functional audio tool or system that addresses your chosen, industry-relevant problem, before finally communicating your work to academic, industry, and non-specialist audiences.