As you move through the space, sound is triggered when you approach a piece of text. If you walk near the word Play, a sound art video will begin playing nearby. Each area responds to your movement with a different sonic palette, bells, gongs, tape textures. You can interact with them in different configurations, the result is always unique. There are pads labelled Pause, Pitch Shift, and Ambience, each with a specific effect. Stepping on Pause gradually stops the nearest video. Pitch Shift alters both pitch and speed, and resets each time you leave and re-enter. Ambience adds a soft, ambient layer to the soundscape.
Among the videos, you’ll find sustained violin drones, slightly detuned, bells being bowed, producing sounds that resemble sine tones. One video features a megaphone emitting bursts of feedback and cryptic, nonsensical phrases. Each activation generates new tones within microtonal sets of intervals. You can add glissando to any sound by pressing C, V, or using the arrow keys on your phone. It applies a global sliding pitch shift to all sounds. Raidly pressing them will do a longer and larger global glissando.
As you approach a set of stairs, a video fades in of marbles and a rubber ball rolling across a Chinese cymbal. One trigger pad contains an array of clarinet multiphonics, which generates a new pitch each time, so no two triggers are the same. Grain delays and other digital effects dynamically shape the textures. They’re driven by a series of low-frequency oscillators that modulate grain size, duration, and pitch in real time.
There’s a gun in the game which you play as a percussion instrument, each shot triggers a different percussive sound: Tibetan singing bowls, Indonesian gamelan, temple blocks, and kendang drums.
The design centres on artistic agency; the ability to make creative choices that meaningfully shape the experience.
Coming soon…