Lecture: 2 hours/week
and
Lab: 2 hours/week
Lectures, demonstrations and hands-on studio experience
- Working with extended reality technologies (AR/VR/XR)
- Spatial audio in Unreal Engine
- Game audio programming using MetaSounds
- The role of middleware in the games industry
- Major topics in audio middleware including events, game syncs, sound banks, switches, states and profiling
- Theoretical perspective on dynamic music in games
- Dynamic music systems in audio middleware
- Game audio mixing concepts including bus structure, routing, dynamics control, sidechaining, and hierarchy
Upon successful completion of the course, students will be able to:
- Apply key concepts for audio in virtual and mixed reality contexts;
- Implement interactive audio and dynamic music systems using audio middleware;
- Analyze the role and use of audio middleware in the games industry, including its advantages and disadvantages;
- 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;
- Develop interpersonal and collaborative skills through group and collaborative projects.
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.
All materials required to complete the course are provided by the instructor and available on Blackboard.
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