Terrain

Abstract audiovisual game (2015) for two performers

Custom 3D graphics, interactive sound cataloguing. Realized in Processing, Python, Supercollider.

Percussion sounds are captured, segmented and classified in real-time through perceptual feature extraction and represented in a three-dimensional timbral space as small cubes, disposed according to spectral similarity. These materials merge with other predetermined sound grains, forming 3D sonic morphologies – or constellations – that can be explored in a concatenative fashion by flying through the cubes. The two performers collaborate in the exploration in a complementary way, as the percussionist controls the direction and speed of flight through its own sounds, while the laptop musician can steer the navigation by controlling the re-synthesis engine.