Audio Programming




The aim of this Module is to provide the student with: The knowledge and techniques necessary to design develop and evaluate audio enabled applications using audio Application Programming Interfaces.

Learning Outcomes

By the end of this module the student should be able to:

1.  Explain the structure and function of contemporary audio API’s and the development pipeline.

2.  Solve problems arising when designing and implementing complex audio applications.

3.  Design, develop, analyse and critically evaluate an audio enabled application technically.

Indicative Content

1 Introduction to an audio API

Describe the structure of an audio API

2 Audio Pipeline

Describe the audio design, sampling, pre-production, wave editing, asset management, and API coding phases of an audio pipeline

3 Design of a framework and audio interface

Review of best practice design methods for encapsulating audio interfaces.

4 Audio design

The use of audio in the design of a computer game.

5 Audio applications

An overview of current possibilities in building interactive audio enabled games and applications: mobile, web or desktop-based.

6 Chaos and Complex Systems

Markov Chains, Cellular Automata, L-Systems and Attractors used in the arts.

7 Hardware

Using dynamic audio with Arduino and Raspberry Pi

8 Advanced Inputs

Advanced user input methods: Sensors, cameras and game controllers.

Statement on Teaching, Learning and Assessment

Students will receive a series of seminar-style lectures. Each week also features a corresponding supervised practical exercise for students, with support provided by teaching staff through office hours and email. The laboratory sessions is where applications will be developed and extended, affording the opportunity to apply the theory through practical audio programming. Students will propose an application for their coursework and develop this application during the latter part of the laboratory sessions. Learning is supported through contact with staff and lab assistants in the practical sessions and online.

Teaching and Learning Work Loads

Total 200
Lecture 12
Tutorial/Seminar 0
Supervised Practical Activity 36
Unsupervised Practical Activity 0
Assessment 60
Independent 92

Guidance notes

Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.


We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2019/10 , and may be subject to change for future years.