Core Module Information
Module title: Interactive Audio

SCQF level: 09:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: IMD09136
Module leader: Balandino Di Donato
School School of Computing, Engineering and the Built Environment
Subject area group: Applied Informatics
Prerequisites

There are no pre-requisites for this module to be added

Description of module content:

This module explores the principles and practices of interactive audio in video games, tracing its historical development and examining current state-of-the-art techniques. Students will investigate the perceptual, cognitive, and emotional impact of sound in gameplay, and learn to manage and edit audio assets effectively across platforms using industry-standard tools.Core topics include real-time audio control through the creation of interactive systems. Students will gain hands-on experience with mixing strategies such as horizontal and vertical mixing, loudness prioritisation, sidechain compression and spatialisation techniques—2D/3D panning, attenuation.Audio implementation skills will be developed through attaching sound to actors, animations, and environments, with adaptive audio controlled by in-game variables. The module also introduces object-oriented programming fundamentals tailored for audio integration, including data types, control flow, and mathematical expressions.Finally, students will learn workflow and resource optimisation strategies, focusing on platform-specific constraints and performance testing. Practical sessions and coursework will reinforce technical skills using tools like Unity and Wwise, preparing students for creative and technical roles in game audio production.

Learning Outcomes for module:

Upon completion of this module you will be able to

LO1: Select a strategy for integrating different aural elements in the game context (e.g. sound effects, ambient sound, music and dialogues) for different game platforms.

LO2: Implement non-repetitive design strategies including sound layering, randomisation of sound parameters and procedural audio to create evolving soundscapes and sound effects.

LO3: Create an interactive audio mix for computer games considering both aesthetic and functional aspects.

LO4: Apply effective methods for implementing interactive audio assets in a game context.

LO5: Document and evaluate the quality of the interactive sound assets created for a specific gaming context.

Full Details of Teaching and Assessment
2025/6, Trimester 1, In Person,
VIEW FULL DETAILS
Occurrence: 001
Primary mode of delivery: In Person
Location of delivery: MERCHISTON
Partner:
Member of staff responsible for delivering module: Balandino Di Donato
Module Organiser:


Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)NESH Description
Face To Face Lecture 20 Lectures introduce interactive audio principles in games, covering historical context and modern techniques. Students explore sound’s perceptual impact, real-time control, adaptive systems, and spatialisation. Core programming concepts support audio integration. Practical sessions with Unity and Wwise develop skills for managing assets, optimising workflows, and implementing dynamic soundscapes.
Face To Face Practical classes and workshops 20 Practical classes and workshops provide hands-on experience with interactive audio systems. Students implement sound design strategies using a game engine and audio middleware, exploring adaptive audio, spatialisation, and mixing techniques. Sessions reinforce programming fundamentals for audio integration, while collaborative tasks simulate real-world workflows, encouraging experimentation, problem-solving, and creative technical development.
Face To Face Guided independent study 160 Guided independent study encourages students to deepen their understanding of interactive audio through research, experimentation, and project development. Activities include reviewing literature, analysing game audio implementations, refining technical skills, and preparing coursework. Students are expected to explore creative solutions, document their process, and apply theory to practical audio design challenges.
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words Description
Project - Practical 100 1~2~3~4~5 Week 13 HOURS= 40 hours You need to create copyright-free interactive audio for a level of a video game for a mobile device. The interactive audio is to be created as a portfolio piece to demonstrate to potential employers your skills in sound design and audio programming for mobile video games. You will be required to design the audio assets using Wwise, as well as attach the assets to characters, animations, objects and events in the game scene using the C# language of the Unity game engine. You will be asked to produce a working build of the game to be tested, and a 5-minute video presentation of the making process of the project. Furthermore, you will be required to provide complete technical notes and an evaluation of the project.
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Indicative References and Reading List - URL:
Interactive Audio IMD09136