Module Descriptors
AUDIO PROGRAMMING
GDEV60014
Key Facts
Digital, Technology, Innovation and Business
Level 6
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 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • Audio Tool or System weighted at 50%
  • Presentation - 30 mins weighted at 30%
  • Class test - 30 mins weighted at 20%
Module Details
INDICATIVE CONTENT
This module will cover the following topics:

Fundamentals of digital audio (Amplitude, phase, frequency, modulation, decibels, periodic sampling, lossy vs lossless compression, etc.)

Loading audio files

Sample playback and interleaving

Buffer types

Multichannel audio playback

Random signals and noise

Digital filters

DFT and FFT

Convolution

Propagation
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1 & 2)

A new audio tool or audio system weighted at 50% and consisting of:

A low-level audio tool or audio system that meets an identified need or purpose related to (e.g.) signal generation, processing, and/or mixing, and/or audio integration, relevant to a video games context.



Assessment Component 2 – (Learning Outcomes 3 & 4)

A Presentation weighted at 30% and consisting of:

An introduction to the tool or system

Overview of methodology

Survey of related work

Demonstration of the tool or system (this aspect can be pre-recorded)

Reflection



Assessment Component 3 – (Learning Outcome 1)

A Class Test weighted at 20% and consisting of:

A test on the audio principles studied during the module
LEARNING STRATEGIES
2 x 1-hour lectures per week

2 x 2-hour tutorial workshops week
LEARNING OUTCOMES
1. Identify relevant audio programming problems and design and develop potential solutions.

University Learning Outcome

Problem solving

2. Use relevant techniques to develop an industry ready artefact.

University Learning Outcome

Application

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

University Learning Outcome

Reflection

4. Present solutions in a concise, clear and professional manor to a mixed audience.

University Learning Outcome

Communication
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

This module will introduce you to the low-level processes and structures at the heart of game audio. You will explore a variety of different tools and approaches, then identify, select, and refine and industry-relevant problem related to real-time generation, processing, and/or mixing, and/or audio integration for games. You will implement a functional audio tool or system to address your chosen problem and communicate your work to specialist and non-specialist audiences.