Immersive Audio for Games II
Overview
1. Careers in Gaming - Industry Overview
- Corporate responsibility in gaming
- Anticipated future innovations
- Storytelling through AV immersion in modern gaming
2. VR Technology Overview - How to use the VR Studio
- SteamVR setup
- VR calibration
- Controllers
- Practical application
3. Music for Games - The Art and Business
- Music-based games in Immersive VR
- Applications built for music production
- Virtual Reality musical instruments (VRMI) introduction
- Synth VR, Synthspace VRSoundstage VR, Lyra VR, MuX
4. VRMI Music Production Part 1
- Synth VR 3D Synth Music Production
- Synth VR setup
- Sound design creation in a VR Space
5. VRMI Music Production Part 2
- Lyra VR 3D Synth Music Production
- Lyra VR setup
- Sound design creation in a VR Space
6. Perception of VR Sound in Headphones
- Immersive non-diegetic audio rendering for VR
- Sound field vs object-based representations
- High Order Ambisonics (HOA)
- Head tracking technology
7. Impact of Immersive Sound on Gaming
- Binaural room scanning (BRS)
- Binaural room impulse response (BRIR)
- Personalized room impulse response (PRIR)
8. Unreal Engine Part 1: Introduction to the Game Engine
- Impact on the gaming and film industries
- Case studies of immersive audio implementation
- Sound classes, sound cues, rendering, metasounds, audio modulation
9. Unreal Engine Part 2: Spatialization Overview
- Panning
- Listener and speaker geometry
- Computing pan values
- Soundfield spatialization
- Binaural spatialization
- Interaural level difference, intramural time, spectral shadows, Head Related Transfer Function (HRTF)
10. Unreal Engine Part 3: Sound Attenuation
- Attenuation functions
- Inner shape, capsule radius, extents
- Falloff distance
- Enable air absorption
- Focus azimuth
- Attenuation reverb, enable occulsion
11. Unreal Engine Part 4: Audio Analysis and Visualization
- External audio control
- Audio console commands
- Audio gameplay volumes
12. Unreal Engine Part 5: Audio Debugging
- Debugging
- Audio memory management
- Component-based architecture
- Importing audio
- Audio stream caching/blowing cache
- Audio file requirements
- Priming a sound for playback
- Force wave to memory
- Trimming memory
13. Unreal Engine Part 6: Music System Quartz
- Quartz clock
- Quantization boundary
- Time signature and pulse overrides
14. Unreal Engine Part 7: Dialogue System
- Building dialogue waves
- Setting the context
- Subtitling
Lectures, demonstrations and hands-on studio experience
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:
Case Study - Immersive Audio Tech for Games Research Paper and Presentation |
30% |
VR Music Production |
20% |
Unreal Simple Sound Implementation |
20% |
Unreal Immersive Audio Original Sound Design Build |
30% |
TOTAL |
100% |
Upon successful completion of the course, students will be able to:
- Demonstrate thorough understanding and use of interactive audio-specific language;
- Apply the unique production requirements of interactive audio;
- Demonstrate competence with event-driven programming in the audio context;
- Demonstrate a thorough understanding of Object-Oriented Programming and related concepts;
- Implement interactive sound effect and ambience elements using Unreal Engine;
- Select appropriate sound Application Programming Interfaces (APIs) and their corresponding Graphical User Interface (GUI) tools;
- Demonstrate a thorough knowledge of the complete game production cycle;
- Apply the full range of unique audio production skills required in a game development environment;
- Competently operate a VR setup.
Textbooks and materials are to be purchased by students. A list of required textbooks and materials is provided for students at the beginning of each semester.
Example texts may include:
- The Game Audio Tutorial (Stevens, Richard & Raybould, Dave)
- Creating Music and Sound for Games (Childs, G.W.)
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 https://www.bctransferguide.ca
Institution | Transfer Details for MUSC 4272 |
---|---|
Acsenda School of Management (ASM) | ASM GEN 4XX (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 4XXX (3) |
Trinity Western University (TWU) | TWU MUSI 357 (3) |
University of British Columbia - Okanagan (UBCO) | No credit |
Vancouver Community College (VCC) | VCC MUSC 4XXX (3) |
Vancouver Island University (VIU) | Individual Assessment |