Core Module Information
Module title: Intermediate Interactive Audio

SCQF level: 08:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: CSI08104
Module leader: Balandino Di Donato
School School of Computing
Subject area group: Creative and Social Informatics
Prerequisites

Demonstrate an understanding of the underlying principles of interactive audio.
Show evidence of implementation of appropriate file structures and naming conventions used in game audio development.
Demonstrate the use of appropriate methods of optimisation and good practice for game audio assets.
Show evidence of basic sound layering and randomisation techniques used in game audio middleware.
Demonstrate evaluation of the quality of interactive sound assets created for a specific video gaming context.
Show evidence of implementation of an interactive audio mix for computer games, considering both aesthetic and functional aspects.

Description of module content:

The effects of sound in the context of video games: perceptual, cognitive and emotional
Mixing strategies: horizontal and vertical mix, dynamic range, loudness prioritisation, sidechain compression.
Management and editing of game and audio assets: naming, metadata, batch processing, formatting for different platforms.
Audio Implementation: Control audio event parameters based on in-game variables appropriate for adaptive and procedural audio.
Real-time control of audio parameters: procedural audio, events, sound emitters, material properties, dynamic dialogue, interactive music.
Mixing strategies: dynamic range, loudness prioritisation, snapshots, sidechain compression.
Programming: implementation of fundamentals of object-oriented programming to control audio events, data types, variables, arrays, logical/arithmetic operators, mathematical expressions, control flow.

Learning Outcomes for module:

LO1: Implement intermediate audio tools and techniques for randomisation and sound layering in video gaming.
LO2: Create interactive procedural audio within a video game environment.
LO3: Apply effective dynamic audio mixing techniques in video gaming.
LO4: Understand and implement good database practice for audio assets in video games.
LO5: Select a strategy for integrating different aural elements in the game context (e.g. sound effects, ambient sound, music and dialogue) for different game platforms.





Full Details of Teaching and Assessment
2021/2, Trimester 1, FACE-TO-FACE,
VIEW FULL DETAILS
Occurrence: 001
Primary mode of delivery: FACE-TO-FACE
Location of delivery: MERCHISTON
Partner:
Member of staff responsible for delivering module: Balandino Di Donato
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
The lectures will provide the theoretical and technical background required, to evaluate the use of interactive audio in the context of video games. Furthermore, to acquire skills on the methods and technologies used in the industry (contributing to LO 1-5). The practical sessions aim to help students acquire technical skills by progressively developing interactive audio for a given video game (LO 1- 5).



Formative Assessment:
Formative assessment will be addressed via weekly practical classes, where students will give and receive feedback about their progress, discuss and reflect on theoretical and practical issues, and demonstrate their coursework.

Summative Assessment:
Summative assessment will be provided by the interactive sound design project, which requires the use of professional methods and the production of interim artefacts (i.e. audio assets, technical notes and video demonstration).

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Practical classes and workshops 24
Face To Face Guided independent study 152
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Written 100 1,2,3,4,5 13 HOURS= 152, WORDS= 0
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100
2021/2, Trimester 2, FACE-TO-FACE, Edinburgh Napier University
VIEW FULL DETAILS
Occurrence: 001
Primary mode of delivery: FACE-TO-FACE
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Balandino Di Donato
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
The lectures will provide the theoretical and technical background required, to evaluate the use of interactive audio in the context of video games. Furthermore, to acquire skills on the methods and technologies used in the industry (contributing to LO 1-5). The practical sessions aim to help students acquire technical skills by progressively developing interactive audio for a given video game (LO 1- 5).



Formative Assessment:
Formative assessment will be addressed via weekly practical classes, where students will give and receive feedback about their progress, discuss and reflect on theoretical and practical issues, and demonstrate their coursework.

Summative Assessment:
Summative assessment will be provided by the interactive sound design project, which requires the use of professional methods and the production of interim artefacts (i.e. audio assets, technical notes and video demonstration).

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Practical classes and workshops 24
Face To Face Guided independent study 152
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Written 100 1,2,3,4,5 13 HOURS= 152, WORDS= 0
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Indicative References and Reading List - URL:
Intermediate Interactive Audio