MUS-30065 - Commercial Sound Applications
Coordinator: Manuella Blackburn Room: CKF07 Tel: +44 1782 7 33298
Lecture Time: See Timetable...
Level: Level 6
Credits: 15
Study Hours: 150
School Office: 01782 733147

Programme/Approved Electives for 2024/25

None

Available as a Free Standing Elective

No

Co-requisites

None

Prerequisites

N/A

Barred Combinations

N/A

Description for 2024/25

This advanced module illuminates the process of creating audio tools for music production and commercial situations.
Over the weeks, you will build a set of interactive projects including a `sound machineż and an `elastic audioż device using Max (software). Attention upon audio tool product design (VSTs, plugins, Audio Units and Max for Live devices) will pave the way for you to create your own new tool, which you will package and promote with acquired knowledge of endusers, marketing techniques and graphical user interfaces (GUIs).

Aims
To advance understanding of audio applications used within commercial situations and scenarios, furthering understanding of audio tools, devices and effects as used in the real world, beyond university contexts.
This module will encourage students to build an array of audio tools and prototypes useful in music production contexts.
Students will engage with the concept of emulation via the realisation of virtual products using Max (software), translating hardware designs, functions and features into software situated equivalents.
Engaging with product design will encourage students to follow the trajectory of a newly designed audio tool from its conception, marketing and uptake in industry.

Intended Learning Outcomes

Interpret creative briefs for commercial situations: 1
Provide a variety of bespoke audio tools for commercial music production contexts: 1,2
Consider target audiences and usergroups broadly within the design of their materials, building convincing rationales for decisions and creative work: 2
Program new commercial applications within Max/MSP to modify sound in new and innovative ways: 1,2
Integrate marketing tools, design principles and ergonomics within new userfriendly interfaces and project work: 2

Study hours

24 hours of lectures, workshops and tutorials
16 hours of reflection, revision and consolidation of lecture, workshop and individual supervision content, research through bibliographical and computer mediated sources through individual or group study work.
20 hours of evaluation (recommended existing / commercial audio tools), reflection and revision of aesthetic and technical aspects based on lecture content, bibliographical and computer mediated sources.
30 hours of practical work in the lab or student's own DAW on preliminary tasks, to carry out studio tasks, familiarise with equipment and experiment with relevant techniques (based on instructional material on virtual learning environment).
60 hours of preparation of the two creative assessments (device emulation and tool creation) and supporting documentation.

School Rules

None

Description of Module Assessment

1: Creative Brief weighted 50%
Audio device emulation


2: Creative Brief weighted 50%
Audio tool prototype