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
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Delivery period: 2013/14 Semester 2, Available to all students (SV1)
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Learn enabled: No |
Quota: 25 |
Web Timetable |
Web Timetable |
Class Delivery Information |
Tuesday afternoon 2pm-4pm (occasional tutorials, 11am Wednesday mornings, to be advised).
Most lectures and tutorials will take place in the Graduate School Sound Lab, School of Arts Culture and Environment, Alison House, 12 Nicolson Square, Edinburgh, EH8 9DF.
Students advance through a series of lectures, demonstrations, practical project work, exercises and critique in a group context. Full attendance and punctual arrival is expected of all students whether auditing the course or taking it for credit. |
Course Start Date |
13/01/2014 |
Breakdown of Learning and Teaching activities (Further Info) |
Total Hours:
200
(
Lecture Hours 24,
Seminar/Tutorial Hours 12,
Supervised Practical/Workshop/Studio Hours 3,
Online Activities 12,
Feedback/Feedforward Hours 1,
Other Study Hours 24,
Programme Level Learning and Teaching Hours 4,
Directed Learning and Independent Learning Hours
120 )
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Additional Notes |
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Breakdown of Assessment Methods (Further Info) |
Written Exam
0 %,
Coursework
100 %,
Practical Exam
0 %
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No Exam Information |
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: martin.parker@ed.ac.uk |
Course secretary | Miss Emma Binks
Tel: (0131 6)51 5740
Email: Emma.Binks@ed.ac.uk |
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© Copyright 2013 The University of Edinburgh - 10 October 2013 3:22 am
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