What you will study
Music technology is a diverse field and this course enables you to study it from a broad range of perspectives. You'll work with digital, analogue and hybrid music technology tools to create high quality sound and music productions. From record production to software programming, sonic art and performance, you will develop technical and artistic skills across a range of musical styles and contexts.
Modules
Each level is made up of four modules each worth 30 credit points. Typically a student must complete 120 credits at each level.
Year 1
In Year 1 you will develop your technical and creative skills through practical instruction in synthesis, sampling and sequencing. You will explore the history and evolution of music technology and study modern recording and sound engineering techniques. You will also undertake training in critical and diagnostic listening. In the Sonic Environments module, you will be introduced to the science and aesthetics of real and imagined spaces.
Core modules
Synthesis, Sampling and Sequencing
30 credits
Hands-on instruction and practice in synthesiser programming, sampling, sequencing, electronic composition and orchestration. You will learn how to create unique instrument patches and sounds and use them effectively in music productions. Curriculum will cover beat making, groove writing, and style arrangement using Logic Pro and Ableton Live.
The musical concepts of melody, rhythm, harmony, and form will be explored as applied to the principles and techniques of writing and arranging using computers.
Tech Revolutions
30 credits
You will learn about the history of music technologies, how they have evolved to the present day, transforming the way music is conceived of, played, heard, consumed and understood. You will critically engage with key developments led by inventors, producers, artists, composers, technicians in recorded music, live music, art and film, and consider the many ways in which music technologies are linked to culture.
Recording and Engineering
30 credits
This module offers hands-on study in modern recording and sound engineering. Students will learn about analog and digital consoles, microphones, audio signal flow, DAW session management, the principles of signal processing, audio editing and contemporary mixing techniques. You will also receive training in critical and diagnostic listening.
Sonic Environments
30 credits
This module provides an introduction to the science and aesthetics of real and imagined environments, their acoustics and spatial phenomena. You will engage in creative practice research that will consider a wide range of inter-connected practices: from installations, location recording and measuring impulse responses in real environments, to examining how sound behaves in virtual spaces: interactive game environments, VR, soundtracks and soundscapes. You will learn the fundamentals of acoustics, sound diffusion and absorption, and get to grips with the basic operation of physical modelling software applications.
Year 2
In Year 2, while continuing to develop and diversify your skills, you can specialise in programming or performing with technology, audio post-production or sound design and perception. You will also learn more about careers in the music industry and undertake a work placement. All students will be trained in sound engineering in the Visconti Studio.
Core modules
The Visconti Studio
30 credits
Building on recording and engineering skills developed in Year 1, this module will focus on the aesthetics of production from a range of genres, using the Visconti Studio live room and instrument collection. You will research and critically engage with 20th-century recording and production legacies by attempting to recreate configurations and set ups associated with 'signature' sounds of the past: Phil Spector, George Martin, Brian Wilson and Tony Visconti. You will record and produce music in a variety of styles using a mixture of analogue and digital techniques, and will learn how to master to 1/4 inch tape.
The 21st Century Musician
30 credits
This is a core module for students on both Popular Music and Music Technology programmes and explores careers in music for the music graduate, allowing students to develop a comprehensive understanding of the business of music. The module includes a work placement of a minimum of 22 hours.
You will study subjects including copyright law; contracts and legals; performing, publishing and synchronisation rights; publicity and social media; incomes streams for musicians including government, arts and crowd funding; publishing and the internet income; management, agents, promoters; live sound events and merchandising; self-assessment and tax; and the role of unions. The module will be delivered by both academic staff and a range of guest music industry professionals.
Optional modules - Choose two from the following:
Programming Music
30 credits
This module will help you unlock the full creative potential of computers through the use of programming. The module will focus on open source programming languages. Using these versatile tools students will be able to craft their own sounds and original instruments, develop and implement their own musical-logic, and use controllers to synthesise and manipulate sounds.
Performing with Technology
30 credits
This module is for students who are interested in how technology applications and interfaces can enable innovative music performance. From performing with laptops, interfaces, rigs, triggers and turntables to live effects manipulation, electronics and video, this module will encourage diversity through a range of performance and collaborative practice.
Students will examine case studies and a range of historical and contemporary performance practices. Music Technology students will work alongside and collaborate with Popular Music students on the sister module 'Performing Music 2', and will have the additional opportunity to develop foundational skills in 'front of house' and monitor mixing.
Sound Design and Perception
30 credits
Building upon the skills and concepts taught in the first year module Sonic Environments students will explore the practical and creative uses of sound design and spatialisation for a variety of media. Concepts and practices relating to the use of sound design and surround sound mixing for films, games and art installations will be investigated.
You will also gain an understanding of the underpinning acoustics, psychoacoustics and philosophy of musical perception in relation to sound design and sound diffusion. perception in relation to sound design and sound diffusion.
Audio Post-Production (Pop)
30 credits
Study on this module will see you creating, editing and manipulating music and sound in a range of media post production scenarios, including trailers, TV, advertising, film and games. Students will develop practical skills in Foley and ADR recording, editing, design and creation of sound effects, as well as creating audio assets for game soundtracks and interactive media.
Year 3
In Year 3, you will work with a supervisor to develop a personal project in your chosen area. You will continue to develop in the optional strands introduced in Year 2. Plus, there will be additional opportunities to undertake work on commercial music production, live sound management, music journalism, music technology in education, instrumental building/bending and breaking, broadcasting, and experimental music. You can also choose to do further work in the Visconti Studio.
Core modules
Professional Project
30 credits
Students will produce a substantial creative piece of work which develops their skills in a specific area marking the culmination of their degree work. It is designed to enable students to work independently in an area that excites and interests them. Students may choose to create their work within performance, songwriting, composing for media, a research dissertation, a production project or a combination of any of these. Students will be supported by themed group seminar meetings as a whole cohort, supplemented by individual tutorials. Students will work towards the major project of their choice and produce a reflective summation which will be presented as part of the Level 6 creative festival. Students' ideas will further be challenged through a series of employability and research seminars on cutting-edge music topics on which they will produce a critical written reflection.
Optional modules - Choose two from the following:
Commercial Music
30 credits
This is a level 6 optional module and will see students collaborating on the creation of music as part of a production team. The writing, performing, recording, mixing and mastering of music to a professional standard will be studied, as well as its distribution, marketing and retail. Part of the module will feature how to pitch music to replicate the real-world scenario of securing funding / seeking collaborative partners in the creative industries.
Live Sound and Event Management
30 credits
This module provides hands on experience in live sound reinforcement and event management, covering monitoring, lighting and projection, stage design, professional conventions, working with performers and promoters, and logistics. Students will train on analogue and digital consoles and gain experience engineering live sound at events held in a variety of external venues. Students will put on shows and organise a small tour, working with local venues and promoters. There will be opportunities to work with local partners Banquet Records, The Rose Theatre and The Fighting Cocks.
Music and Technology in Education
30 credits
You will examine music pedagogy and the use of specialist and inclusive technologies at different phases of education (early years, primary, secondary, FE), in diverse settings and across genres. Content draws from aspects of the psychology of music and didactics and will include specific approaches to the teaching of composition, performance and music production using studios and DAWs. You will either gain experience in a work placement or take the opportunity to research and develop new ways in which music and technology can be used for education, play, therapy and/or enhanced accessibility in a specified setting.
The Analogue Studio
30 credits
This module is an optional module for students on the Popular Music and Music Technology programmes. The focus of this module is the development of a comprehensive theoretical and practical grounding in tape-based analogue studio craft. The module will be taught in the Department of Performing Arts' unique facility, the Visconti Studio, with a mixture of lecture demonstrations and practical workshops during which you will learn tape machine operations, how to care for, connect and operate relevant machinery/outboard equipment, and develop a comprehensive understanding behind the science, technology and traditions that underpin these practices.
Experimental Music: Derbyshire, The Radiophonic Workshop and Beyond
30 credits
From musique concrète and the Radiophonic Workshop to Noise Music and Live Coding artists used technology in innovative ways while advancing technological innovation. You will be introduced to key artists whose musical experiments shaped today's musical and technological landscape.
You will then focus on developing your own practice through a process of research and experimentation leading to the production of a unique and personal artifact (composition, performance, installation, or hybrid forms).
Special Study: Broadcasting
30 credits
You will apply your technical knowledge and skills to produce a portfolio of broadcast ready radio content: interviews, links, news clips, advertisements and jingles, performances in-session, editing and producing streaming podcasts. Students will take over operations of the Kingston University Radio Station and gain hands-on experience in studio operations, production preparation, and broadcast engineering.
Special Study: Instrument Building, Bending and Breaking
30 credits
In this module you will create bespoke instruments for musical expression using music programming languages and circuitry. From basic oscillators to complex synthesisers, you are taught the essential skills to devise your own sound-making equipment and software. The concepts and ethos of circuit bending and hacking to create new and innovative instruments will also be explored. As part of your assessment, you will devise performances using these unique instruments.