ICAGAM414A
Create audio for digital games

This unit describes the performance outcomes, skills and knowledge required to produce and manipulate audio assets for computer games using a variety of tools.

Application

The unit applies to game musicians, audio technicians, audio programmers and other personnel working in the game development industry.


Prerequisites

Not applicable.


Elements and Performance Criteria

1. Research and document game audio requirements

1.1 Explain the evolution of audio hardware and audio formats

1.2 Provide a historical perspective on how audio has become integrated into computer games

1.3 Identify current trends and speculate on the future of game audio

2. Research and document the use of audio in computer games

2.1 Identify the different methods for using audio in computer games

2.2 Explore the role of music in creating mood and atmosphere

2.3 Explain how sound effects and vocals are used within computer games

3. Source existing sound effects, music tracks and voice recordings

3.1 Find sources of sound effects, music tracks and voice recordings

3.2 Create and maintain a small collection of audio assets

3.3 Identify different audio formats

3.4 Differentiate between compressed and uncompressed audio formats

3.5 Identify different genres of music

3.6 Develop an awareness of audio copyright laws and royalty free audio

4. Record and manipulate audio for a game

4.1 Record character voices, music and sound effects

4.2 Develop a sound track for a game using audio editing

4.3 Use audio-editing software to rearrange audio samples and apply audio effects

4.4 Select appropriate sample format and bit rate

4.5 Normalise audio samples to make volume uniform

4.6 Trim audio samples

4.7 Apply audio effects

4.8 Export audio to a suitable format

5. Create sound effects or music for a game

5.1 Identify digital sound waveforms

5.2 Apply basic music theory to simple music-creation tool

5.3 Determine suitable musical notation

5.4 Identify and use musical creation tools

5.5 Compose a simple piece of music for a game

5.6 Create various sound effects for a game

6. Research audioprogramming libraries

6.1 Compare and contrast functional capabilities of audio-programming libraries

6.2 Explain the use of channels and mixing

7. Integrate sound, music and vocals into a computer game

7.1 Play a mixture of cached and streaming audio sources

7.2 Integrate sound effects in response to different events

7.3 Incorporate ambient music into sections of the computer game

7.4 Locate and play positional audio sources

Required Skills

Required skills

communication skills to:

communicate audio concepts and related sound requirements to designers and concept artists

seek and respond to feedback from target audience representatives, clients and colleagues

technical skills to generate, integrate, manipulate and record digital audio into a game project.

Required knowledge

audio-editing tools

audio formats

audio-programming libraries

copyright as it applies to audio recordings

music theory as it relates to using music-creation tools.

Evidence Required

The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.

Overview of assessment

Critical aspects for assessment and evidence required to demonstrate competency in this unit

Evidence of the ability to:

record sound sources

generate sound effects

compose simple music tracks

manipulate audio assets with suitable tools

use audio programming libraries in a game.

Context of and specific resources for assessment

Assessment must ensure access to:

computer hardware

microphone and headphone sets

input device, e.g. keyboard and mouse

output device, such as monitor and speakers

digital audio editing software, games engines and file storage

copyright and intellectual property legislation

OHS legislation and enterprise policy

appropriate learning and assessment support when required

modified equipment for people with special needs.

Method of assessment

A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:

evaluation of audio that has been included in a games project

verbal or written questioning concerning aspects of game audio, including:

evolution of audio hardware and use of audio in computer games

tools and techniques used

capabilities of audio libraries.

Guidance information for assessment

Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.

Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.

Indigenous people and other people from a non-English speaking background may need additional support.

In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.


Range Statement

The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.

Audio formats may include:

music, such as mp3, ogg, xm, s3m, it, mod and midi

sound effects, such as wav, raw and voc.

Genres may include:

dance

jazz

pop

rap

rock

techno

trance.

Copyright laws may include:

Australian Copyright Act 1968

international copyright laws.

Audio-editing software may include:

Audacity

Music Editor Free

Power Sound Editor

Wavosaur.

Digital sound waveforms may include:

noise

pulse

sine

square

triangle.

Basic music theory may include:

bass or treble clef

notation, such as semi-quavers and quavers

notes

scales and chords

timing.

Music-creation tools may include:

FL Studio

Garage Band

MusicShake.

Audio-programming libraries may include:

Audierre

Bass Library

DirectSound

FMOD

Open_AL

SDL_Mixer.


Sectors

Game development


Employability Skills

This unit contains employability skills.


Licensing Information

No licensing, legislative, regulatory or certification requirements apply to this unit at the time of endorsement but users should confirm requirements with the relevant federal, state or territory authority.