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DRPS : Course Catalogue : Edinburgh College of Art : Music

Postgraduate Course: Interactive Sound Environments (ARCH11010)

Course Outline
SchoolEdinburgh College of Art CollegeCollege of Humanities and Social Science
Credit level (Normal year taken)SCQF Level 11 (Postgraduate) AvailabilityAvailable to all students
SCQF Credits20 ECTS Credits10
SummaryThis course looks in detail at non-linear design scenarios, particularly those that pertain to computer games. However, the course introduces notions of non-linear and open-ended structures by exploring contemporary listening habits, examples of interactive environments and recent changes brought about by listening on headphones, ubiquitous and portable devices and digital distribution.
Course description Over this course you will progress from developing assets for use in an interactive environment to collaboratively developing a working game scenario using professional tools.
Entry Requirements (not applicable to Visiting Students)
Pre-requisites Co-requisites
Prohibited Combinations Other requirements Familiarity with sound recording, editing and mixing software
Experience using professional sound recording hardware
Students with skills and experience of 3D modelling and animation and/or proficiency in scripting code may be considered for optional enrolment on this course, but should discuss their suitability with course organisers before registering
Information for Visiting Students
High Demand Course? Yes
Course Delivery Information
Academic year 2018/19, Available to all students (SV1) Quota:  50
Course Start Semester 2
Timetable Timetable
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 )
Assessment (Further Info) Written Exam 0 %, Coursework 100 %, Practical Exam 0 %
Additional Information (Assessment) Submission 1:
Library of assets suitable for use in an interactive setting that responds creatively to a given brief (40%)

Submission 2:
Computer game sound design constructed in non-linear scripting languages such as FMOD or other computer-games audio environment (60%)

Feedback Formal feedback will be provided as part of the assessment of both submissions. The feedback for the first submission will be provided in good time to be of use for continuing work. Further formative feedback will be available through crit and studio sessions, and through preview and presentation sessions of work-in-progress.
No Exam Information
Learning Outcomes
On completion of this course, the student will be able to:
  1. Acquire skills in programming and designing interactive sound environments.
  2. Understand technologies used in complex computer games environments.
  3. Translate adventurous design ideas into a plausible presentation.
  4. Critically understand aesthetic and technical issues around interactivity
Reading List
1. Rob Bridgett, From the Shadows of Film Sound, Cinematic Production & Creative Process in Video Game Audio, Collected Publications 2000-2010 (, 2010),
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).
Additional Information
Course URL
Graduate Attributes and Skills Non-linear sound design, interaction design.
Additional 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.
KeywordsComputer Games Sound Design,Non-linear sonic structures,audio programming,interactive sound desig
Course organiserDr Julian Rawlinson
Tel: (0131 6)51 4336
Course secretaryMiss Remi Jankeviciute
Tel: (0131 6)51 5773
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