Immersive Audio for Games I
Overview
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
Lectures, demonstrations and hands-on studio experience
Assessment will be based on course objectives and will be carried out in accordance with the ÁñÁ«ÊÓƵ 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% |
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.
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:
- The Game Audio Tutorial (Stevens, Richard & Raybould, Dave) Routledge
- Creating Music and Sound for Games (Childs, G.W.) Cengage Learning PTR
Requisites
Course Guidelines
Course Guidelines for previous years are viewable by selecting the version desired. If you took this course and do not see a listing for the starting semester / year of the course, consider the previous version as the applicable version.
Course Transfers
These are for current course guidelines only. For a full list of archived courses please see
Institution | Transfer details for MUSC 3272 |
---|---|
Acsenda School of Management (ASM) | ASM GEN 3XX (3) |
Athabasca University (AU) | AU MUSI 3XX (3) |
Camosun College (CAMO) | CAMO MUSC 2XX (3) |
Capilano University (CAPU) | No credit |
Coast Mountain College (CMTN) | No credit |
Kwantlen Polytechnic University (KPU) | No credit |
Thompson Rivers University (TRU) | TRU MUSC 3XXX (3) |
Trinity Western University (TWU) | TWU MUSI 356 (3) |
University of British Columbia - Okanagan (UBCO) | No credit |
Vancouver Island University (VIU) | Individual Assessment |