Immersive Audio for Games I

Curriculum Guideline

Effective Date:
Course
Discontinued
No
Course Code
MUSC 3272
Descriptive
Immersive Audio for Games I
Department
Music
Faculty
Language, Literature & Performing Arts
Credits
3.00
Start Date
End Term
Not Specified
PLAR
No
Semester Length
15 Weeks
Max Class Size
26
Course Designation
None
Industry Designation
None
Contact Hours

Lecture: 2 hours/week

and

Lab: 2 hours/week

Method(s) Of Instruction
Lecture
Lab
Learning Activities

Lectures, demonstrations and hands-on studio experience

Course Description
This course introduces students to the techniques of immersive audio for 3D and VR gaming applications. Upon completion of the course students will be competent in several industry standard audio platforms including Wave Works Interactive Sound Engine (Wwise), FMOD, and Unity.
Course Content

1. Sound for Games - Historical Overview

  • Introduction to Virtual Reality (VR) sound in gaming 
  • Developmental history for sound in games
  • Review of the software used
  • Introduction of all elements of sound in games
  • Examination of professional examples

2. Understanding Design Documents

  • The production process from Design document to implementation
  • Concepts: linear vs interactive audio, 2D vs 3D sound, design techniques
  • Middleware vs Game Engine sound implementation: pros and cons of each
  • Introduction to FMOD and Setup

3. FMOD Part 1 - Events and Automation

  • Hierarchy, event setups
  • Simple events vs multitrack events
  • Real-time parameters
  • Cross-fading sound definitions
  • Destination zones

4. FMOD Part 2 - Events and Game Parameters

  • FMOD events
  • Creating complex events
  • Parameters and DSP

5. FMOD Part 3 - Implementation with Unity

  • FMOD example events
  • Complex events - parameters and DSP
  • Implementation with Unity Engine and game build

6. Unity Spatial Audio Implementation

  • Working with a 3D game build to implement spatial audio sound events
  • Unity native audio plugin setup
  • KEMAR data set analysis for Head Related Transfer Function (HRTF) filtering
  • IRcam data set for human subject analysis

7. Unity Audio Spatializer

  • Example setup for spatialized audio
  • Audio event parameters in Unity
  • Spatialization - critical analysis in professional references

8. Unity Audio Ambisonic Encoder

  • Importing an Ambisonic sound file
  • Playing an Ambisonic clip through an audio source
  • Ambisonic events placed in a 3D game build

9. Wwise Part 1

  • Installing course materials
  • Analyzing sound events in a demo build
  • Silencing a project

10. Wwise Part 2

  • Profiling a game
  • Creating an event
  • Understanding containers
  • Importing and applying an action sound
  • Sound integration and testing

11. Wwise Part 3

  • Sound import and editing
  • Editing object parameters
  • Wwise sound editor
  • Sound in Events
  • Randomization and DSP processing

12. Wwise Part 4

  • Game syncs
  • How switches work
  • Applying states
  • Integrating game syncs into demo game
  • Profiling games

13. Wwise Part 5

  • Applying 3D spatialization
  • Position automation in a 3D space
  • Panning in the immersive listening field
  • Test sound in the game and edit

14. Wwise Part 6

  • Signal-flow in Wwise
  • Hierarchy organization Actor-Mixers
  • Mixing in the Master Mixer Hierarchy
  • Using common DSP and effects
  • Viewing in the schematic window

15. Wwise Part 7

  • Completing an audio mix
  • Soundcaster overview
  • Mixing desk configuration
  • Operating control surfaces
Learning Outcomes

Upon successful completion of this course, students will be able to:

  • Recognize and correctly employ interactive audio-specific language;
  • Develop a working knowledge of the unique production requirements of interactive audio;
  • Demonstrate a working knowledge of event-driven programming;
  • Demonstrate a basic understanding of object-oriented programming and related concepts;
  • Implement interactive sound effect and ambience elements using FMOD;
  • Demonstrate a basic understanding of sound Application Programming Interfaces (APIs) and their corresponding Graphical User Interface (GUI) tools;
  • Demonstrate an understanding of the complete game production cycle;     
  • Recognize the unique audio production skills required in a game development environment.
Means of Assessment

Assessment will be based on course objectives and will be carried out in accordance with the Douglas College Evaluation Policy. An example evaluation scheme is provided below:

FMOD Simple Project

10%

FMOD Practical Assessment

10%

FMOD Complex Logic Tracks Project

30%

FMOD Unity Implementation

30%

Wwise Certification

20%

 TOTAL

100%

Textbook Materials

Textbooks and materials are to be purchased by students. A list of required textbooks, recommended URLs, and materials is provided for students at the beginning of each semester.

Example texts may include:

  1. The Game Audio Tutorial (Stevens, Richard & Raybould, Dave) Routledge
  2. Creating Music and Sound for Games (Childs, G.W.) Cengage Learning PTR
Prerequisites

MUSC 1282

or

MUSC 2272

or

Equivalent