Postgraduate Course: Interactive Sound Environments (ARCH11010)
Course Outline
School | Edinburgh College of Art |
College | College of Humanities and Social Science |
Course type | Standard |
Availability | Available to all students |
Credit level (Normal year taken) | SCQF Level 11 (Postgraduate) |
Credits | 20 |
Home subject area | Architecture and Landscape Architecture |
Other subject area | None |
Course website |
http://digital.eca.ed.ac.uk/sdhandbook/2010/09/course-description-2/ |
Taught in Gaelic? | No |
Course description | This course looks in detail at non-linear sound design scenarios, particularly those that pertain to computer game audio. However, the course introduces notions of non-linear and open-ended sonic structures by exploring contemporary listening habits and recent changes brought about by listening on headphones, ubiquitous and portable music devices and podcast-based distribution.
Students on this course will progress from designing sound for a podcast, learning webskills, binaural sound processing and creative sound design to learning how sound design is constructed in computer games and ultimately, implementing their own sound design in a computer game-like environment. |
Entry Requirements (not applicable to Visiting Students)
Pre-requisites |
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Co-requisites | |
Prohibited Combinations | |
Other requirements | None |
Additional Costs | None |
Information for Visiting Students
Pre-requisites | None |
Displayed in Visiting Students Prospectus? | Yes |
Course Delivery Information
Not being delivered |
Summary of Intended Learning Outcomes
Skills in programming and designing interactive sound environments.
Understanding of technologies used in complex computer games environments.
Ability to translate adventurous design ideas into a plausible presentation. |
Assessment Information
Submission 1 - Non-linear series of short podcast episodes, published online, downloadable to a range of podcast players; 40%
Submission 2 - Computer game sound design constructed in non-linear scripting languages such as FMOD or other computer-games audio environment; 60%
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Special Arrangements
None |
Additional Information
Academic description |
Not entered |
Syllabus |
Lecture Topics ¿ subject to change
1. Introduction to non-linear sound structures
2. Podcasting and headphones
3. Sound in the Unity Game Engine
4. Sound in computer-games Introduction to FMOD
5. Advancing with FMOD
6. FMOD in detail
7. Seminar: The cinematization of computer-game sound
8. Sound Spatialisation or configurable composition
9. Guest Lecture (note: may be on a different day and time to accommodate speaker)
10. FMOD hints and advanced tips
11. Project development and individual supervisions |
Transferable skills |
Non-linear sound design, web design and XML file structure. |
Reading list |
1. Rob Bridgett, From the Shadows of Film Sound, Cinematic Production & Creative Process in Video Game Audio, Collected Publications 2000-2010 (http://www.arkhivesound.com/: blurb.com, 2010), http://www.blurb.com/bookstore/detail/1658613.
2. Karen Collins, Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design (Cambridge, Mass: MIT Press, 2008).
3. From Pac-Man to Pop Music: Interactive Audio in Games and New Media, Ashgate popular and folk music series (Aldershot: Ashgate, 2008).
4. Jens Blauert, Spatial Hearing: The Psychophysics of Human Sound Localization, Rev. ed. (Cambridge, Mass: MIT Press, 1997).
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Study Abroad |
Not entered |
Study Pattern |
Not entered |
Keywords | Computer Games Sound Design, Non-linear sonic structures, audio programming, interactive sound desig |
Contacts
Course organiser | Mr Martin Parker
Tel: (0131 6)50 2333
Email: |
Course secretary | Ms Shanika Gunasekera
Tel: (0131 6)51 5740
Email: |
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