SRJC Course Outlines

11/21/2024 6:33:34 AMMUSC 51B Course Outline as of Fall 2015

Changed Course
CATALOG INFORMATION

Discipline and Nbr:  MUSC 51BTitle:  DIGITAL AUDIO 2  
Full Title:  Digital Audio 2: Multimedia
Last Reviewed:11/9/2020

UnitsCourse Hours per Week Nbr of WeeksCourse Hours Total
Maximum3.00Lecture Scheduled2.0017.5 max.Lecture Scheduled35.00
Minimum3.00Lab Scheduled2.0017.5 min.Lab Scheduled35.00
 Contact DHR1.00 Contact DHR17.50
 Contact Total5.00 Contact Total87.50
 
 Non-contact DHR0 Non-contact DHR Total0

 Total Out of Class Hours:  70.00Total Student Learning Hours: 157.50 

Title 5 Category:  AA Degree Applicable
Grading:  Grade Only
Repeatability:  00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As: 
Formerly: 

Catalog Description:
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An intermediate- to advanced-level hands-on workshop in digital audio focusing on the production of master audio tracks for multimedia applications. Topics include: audio for video and film; audio for spoken word; non-linear audio for interactive media and video gaming; podcasting and digital broadcasting; postproduction techniques; and mastering to compact disc and DVD.

Prerequisites/Corequisites:
Course Completion of MUSC 51A


Recommended Preparation:

Limits on Enrollment:

Schedule of Classes Information
Description: Untitled document
An intermediate- to advanced-level hands-on workshop in digital audio focusing on the production of master audio tracks for multimedia applications. Topics include: audio for video and film; audio for spoken word; non-linear audio for interactive media and video gaming; podcasting and digital broadcasting; postproduction techniques; and mastering to compact disc and DVD.
(Grade Only)

Prerequisites:Course Completion of MUSC 51A
Recommended:
Limits on Enrollment:
Transfer Credit:CSU;
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP

ARTICULATION, MAJOR, and CERTIFICATION INFORMATION

Associate Degree:Effective:Inactive:
 Area:
 
CSU GE:Transfer Area Effective:Inactive:
 
IGETC:Transfer Area Effective:Inactive:
 
CSU Transfer:TransferableEffective:Fall 2009Inactive:
 
UC Transfer:Effective:Inactive:
 
C-ID:

Certificate/Major Applicable: Both Certificate and Major Applicable



COURSE CONTENT

Student Learning Outcomes:
At the conclusion of this course, the student should be able to:
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1.  Utilize a digital audio workstation (DAW) to produce master audio tracks for multimedia applications, including film, video, gaming, digital broadcasting, compact disc, and DVD.
2.  Critically analyze and aesthetically evaluate audio for multimedia applications.
 

Objectives: Untitled document
Upon completion of this course, students will be able to:
1. Describe the various jobs and careers available in the Digital Audio industry.
2. Demonstrate hands-on proficiency with a DAW at an advanced level.
3. Explain the critical issues in the digital recording and broadcast of the speaking voice, including dialog, voice-overs, and narration.
4. Create, edit, and master digital audio content suitable for multimedia applications, including video and film.
5. Create, manage, and integrate an audio asset list for interactive media and video gaming.
6. Assess and implement the technical processes involved in Internet audio delivery and podcasting.
7. Demonstrate the technical processes involved in audio postproduction.
8. Explain the mastering process.

Topics and Scope
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Lecture Topics:
I. Overview of the Digital Audio Industry
   A. Jobs and careers in Digital Audio
   B. Industry resources and organizations
II. Audio for Spoken Word
III. Audio for Video and Film
   A.  Synchronization and transfers
   B.  Sound design
   C.  Sound effects (SFX)
   D.  Music underscoring
   E.  Aesthetic issues in video/film audio
IV. Audio for Interactive Media and Video Gaming
   A.  Linear vs. non-linear audio
   B.  Data size budgeting
   C.  Asset list creation, management, and integration
   D.  Use of middleware
   E.  Dataflow programming for Interactive Audio
V. Internet Production
   A.  Data transfer networks
   B.  Fidelity and digital file formats
   C.  Acoustic masking (perceptual coding)
   D.  Online collaborative recording
   E.  Podcasting
VI. Postproduction
   A.  Advanced editing
    B.  Music mixing
    C.  Surround sound
   D.  Premixing and rerecording for TV and film
   E.  Mastering for CD and DVD
   F.  Evaluating the finished product
VII. Synthesis in Sound Design
   A.  Reaktor
   B.  Layering real world SFX with synthesized sound
   C.  Styles of design
VIII. Best practices for productions
Laboratory Topics:
I. Advanced-Level Usage of the Digital Audio Workstation (DAW)
II. Creating, Managing, and Integrating Audio Asset Lists for Interactive Media and Video Gaming
III. Producing a Final Mixdown for Various Platforms
IV. Digital Audio Projects (such as):
   A. Producing radio spots with music beds, voice-overs, and SFX
   B. Scoring short films with music and SFX
   C.  Producing podcasts and preparing audio for online delivery
   D.  Building a MIDI/RIFF file to video game spec
   E.  Copying a film score texture
   F.  Organizing a personal SFX library following accepted naming conventions
V.    Mastering a final mix to industry standards

Assignments:
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1. Online tutorials: 2 hours per week at Groove3.com.
2. Hands-on proficiency demonstrations (3-5) with the hardware and software.
3. Quizzes (1-3) on vocabulary and technical terminology.
4. Completion of required laboratory hours.
5. Digital audio projects based on the laboratory topics above, with a peer review process.
6. Final digital audio project: score a 1-minute film short.

Methods of Evaluation/Basis of Grade.
Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing.Writing
0 - 0%
None
This is a degree applicable course but assessment tools based on writing are not included because problem solving assessments and skill demonstrations are more appropriate for this course.
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills.Problem Solving
40 - 55%
Digital audio projects
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams.Skill Demonstrations
25 - 35%
Hands-on proficiency demonstrations
Exams: All forms of formal testing, other than skill performance exams.Exams
10 - 25%
Terminology quizzes
Other: Includes any assessment tools that do not logically fit into the above categories.Other Category
5 - 10%
Attendance and participation, lab hours


Representative Textbooks and Materials:
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Online Tutorials:
Groove3.com (all-access pass)
 
Text:
Audio in Media (10th). Alten, Stanley R. Wadsworth/Cengage: 2013
 
Other online resources such as:
Audio Engineering Society  (http://www.aes.org/)
Interactive Audio Special Interest Group  (http://www.iasig.org/)
 
Periodicals such as:
Mix Magazine, Electronic Musician Magazine
 
Instructor prepared materials.

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