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.