Interactive Audio for Video Games - CMAT6110

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Module delivery information

Location Term Level1 Credits (ECTS)2 Current Convenor3 2022 to 2023
Autumn Term 6 15 (7.5) James Stonehouse checkmark-circle


Sound and music are used in video games both as an element of the entertainment but also to communicate to the player different types of information. Unlike in composition or performance, the sound and music is affected in real time by the decisions made by the game player. This module deals with many issues surrounding the production of interactive sound and music, including designing reactive sonic environments; triggering of sound events; complex adaptive sound generation; and how sound can carry meaning. Software will be used to allow students to create interactive sound environments.


Contact hours

Total Contact Hours: 22
Independent Study Hours: 128
Total Study Hours: 150

Method of assessment

Main assessment methods
This module will be assessed by:

1) Critical report (1200 words) 30%
2) Sound library (15 sounds) 20%
3) Creative element: Implementation of sounds in an interactive context (35%), with a 600-word written report (15%).


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Indicative reading

Indicative Reading List

Collins, K (2008) Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge: MIT Press
Farnell, A (2010) Designing Sound. Cambridge: MIT Press
Huiberts, S (2010). Captivating Sound, The Role of Audio for Immersion in Computer Games. [online]. Available from:
McMahan, A (2003). The Video Game Theory Reader. Chapter 3 - Immersion, Engagement, and Presence. New York: Taylor & Francis
Murray, J (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon & Schuster.
Stevens and Raybould (2011). The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games. Burlington, MA: Focal Press.

See the library reading list for this module (Medway)

Learning outcomes

The intended subject specific learning outcomes.
On successfully completing the module students will be able to:

1) use key principles and processes in designing audio for video games informed by the forefront of the discipline;
2) demonstrate a knowledge and understanding of the interrelationships between sound and music, and the moving image in an interactive context;
3) evaluate technical, creative and usability issues associated with games design and development;
4) create, adapt, edit, and deploy sound materials in a practical game design project.

The intended generic learning outcomes.
On successfully completing the module students will be able to:

1) assimilate different theoretical and aesthetic systems of thought and to relate theory to practice;
2) synthesize knowledge, and information in order to generate output in written, audio, and practical formats
3) demonstrate the ability to manage time and to plan and set priorities effectively;
4) critically evaluate arguments, assumptions, abstract concepts and data to make judgements and to frame appropriate questions to achieve a solution to a problem;
5) examine concepts and hypotheses critically in the light of evidence, and make informed choices and apply insights from one area of study to another.


  1. Credit level 6. Higher level module usually taken in Stage 3 of an undergraduate degree.
  2. ECTS credits are recognised throughout the EU and allow you to transfer credit easily from one university to another.
  3. The named convenor is the convenor for the current academic session.
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