Immersive Audio for Games II

Curriculum guideline

Effective Date:
Course
Discontinued
No
Course code
MUSC 4272
Descriptive
Immersive Audio for Games II
Department
Music
Faculty
Language, Literature and Performing Arts
Credits
3.00
Start date
End term
Not Specified
PLAR
No
Semester length
15 Weeks
Max class size
30
Course designation
None
Industry designation
None
Contact hours

Lecture: 2 hours/week

and

Lab: 2 hours/week

Method(s) of instruction
Lecture
Lab
Learning activities

Lectures, demonstrations and hands-on studio experience

Course description
Building on MUSC 3272, this course continues the journey into game audio implementation using Unreal Engine and industry standard audio middleware (such as FMod or Wwise). This course explores more advanced topics in game audio such as spatial audio, working with audio in extended realities (AR/VR/XR), dynamic music in games, game audio mixing and interactive audio programming using MetaSounds. Students will develop an in-depth knowledge of advanced game audio techniques and tools using both in-engine tools and industry standard audio middleware. The course concludes with the production of a professional demo-reel so students can market their skills to potential clients and studios.
Course content
  1. Working with extended reality technologies (AR/VR/XR) 
  2. Spatial audio in Unreal Engine 
  3. Game audio programming using MetaSounds 
  4. The role of middleware in the games industry 
  5. Major topics in audio middleware including events, game syncs, sound banks, switches, states and profiling 
  6. Theoretical perspective on dynamic music in games 
  7. Dynamic music systems in audio middleware 
  8. Game audio mixing concepts including bus structure, routing, dynamics control, sidechaining, and hierarchy 
Learning outcomes

Upon successful completion of the course, students will be able to:

  1. Apply key concepts for audio in virtual and mixed reality contexts;
  2. Implement interactive audio and dynamic music systems using audio middleware; 
  3. Analyze the role and use of audio middleware in the games industry, including its advantages and disadvantages;
  4. Analyze how video game audio is mixed, from the overall bus structure to dynamics control, broadcast specifications and creation of the game's feel through audio hierarchy; 
  5. Develop interpersonal and collaborative skills through group and collaborative projects. 
Means of assessment

Assessment will be based on course objectives and will be carried out in accordance with the °µÍø51 Evaluation Policy. An example evaluation scheme is provided below:

Collaborative project

15%

In-class lab assignments (minimum of two)

20%

Implementation projects (minimum of two)

40%

Final demo reel project

15%

Attendance and Participation

10%

 TOTAL

100%

Students' record of attendance and/or level of active participation in the course may form part of the student’s graded performance. When this is the case, expectations and grade calculations regarding class attendance and participation will be clearly defined in the Instructor Course Outline.

Textbook materials

All materials required to complete the course are provided by the instructor and available on Blackboard.

Prerequisites
Corequisites

None

Equivalencies

None