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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Audio and Music Technologies in Games
  6. Description
  • Description
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Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP226 - Audio and Music Technologies in Games IV. SEMESTER 1 +2 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default tools for practical work are Audacity and the game engine audio system; the instructor may prefer equivalent tools (e.g., Reaper, FMOD, Wwise).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed OGP104 Programming II and OGP108 2D Game Development Studio before taking this course. Having completed XXX7953 Game Psychology and Player Experience may help understand the role of sound in player experience.
Recommended Resources Audacity. Official user guide: https://www.audacityteam.org/help/Unity. Audio documentation: https://docs.unity3d.com/Manual/Audio.html
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Introduction to audio design; importance of sound in games, psychological effects, auditory perception.
Week - 2 Audio physics: waveform, frequency, amplitude; human hearing range.
Week - 3 Digitization: sample rate, bit depth; WAV, OGG, MP3 formats.
Week - 4 Digital audio workstation (DAW): interface, channel management, basic editing.
Week - 5 Effect plugins: EQ, compression, noise reduction basics.
Week - 6 Sound effect design: recording techniques, synthesis intro, layering.
Week - 7 Foley and game SFX workflow; UI, environmental and character sounds.
Week - 8 Interactive music: dynamic music systems, state-based transitions, horizontal/vertical resequencing.
Week - 9 Game engine audio systems: AudioSource, AudioListener, mix bus.
Week - 10 3D audio positioning: spatial audio, pan, distance attenuation.
Week - 11 Reverb and environmental effects: reverb, room reflections, occlusion concepts.
Week - 12 Audio middleware overview: event-driven sound with FMOD/Wwise.
Week - 13 Audio optimization: compression formats, memory management, streaming.
Week - 14 End-of-term audio design package presentation; mix, licensing and integration documentation.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
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