Category: Sound Design
Hyperdirectional Sound Installation
Trying to set SMART goals
To achieve a big project, it must be separated into little, actionable steps. This blog entry refines my intention with the project further and talks more about the specific goals.
The core purpose of my project remains unchanged: I want to explore how sound design can function as a storytelling tool within a musical composition. At the center of this exploration is an element that is ever-present in pop music, yet rarely analyzed in depth: ear candy. I want to understand how these sonic details can create meaning and support a narrative—and how I can use this knowledge purposefully in my own productions.
In short: I want to treat sound design not as a technical afterthought, but as a dramaturgical element that actively shapes a song’s story.
Goals and subtasks
Using the SMART criteria for goal setting (meaning a goal needs to be specific, measurable, achievable, relevant, and time-bound) I am setting the following goals for the running and upcoming semesters:
Winter Semester 2025: Literature Review and analysis of two pop songs
| Specific | Literature review · Collect academic articles on sound design, music production, and related terminology· Collect non-academic sources (YouTube tutorials, blogs, producer breakdowns) · Explore psychoacoustics, synesthesia, and musical chills Analyze the terminology · Gather definitions, synonyms, and varying understandings of “ear candy.” · Identify recurring themes: purpose, emotional impact, sonic characteristics Analyze two pop songs · Look for elements that stand out and describe why they stand out · Analyze which effects were used and what purpose they served in the songs Start the adjective collection (ongoing across all semesters) · Note adjectives encountered in literature, interviews, and analyses · Categorize them (e.g., emotional, spatial, timbral, narrative) · Record preliminary meanings, examples, and contexts Optional: Hold an interview with a pop music producer · Find an interview partner (Research local or online producers experienced with ear candy and evaluate their relevance to the project (genre experience, professional background)) · Organize the interview · Prepare the interview questions (e.g. How do they incorporate ear candy in their work? What techniques do they use? Topics to cover: personal definition of ear candy, creative process, sound sourcing and recording, editing methods, dramaturgical intentions, best-practice examples) · Conduct the interview · Transcribe (parts of the) interview |
| Measurable | Literature Review: Finish the expose at the end of the semester and present my results Analyze terminology: Present a definition that matches the way ear candy is described in the research Analyze two pop songs: Present a summary of the findings Interview (optional): Hold the interview and summarize the findings |
| Achievable | Tasks rely on available resources (literature, online material, accessible industry contacts). |
| Relevant | Defining the term is relevant for further semesters, to have a shared understanding what the project is all about. |
| Time-Bound | Finish the literature review before New Years. Finish the presentation of the results when it is due in January of 2026. |
Summer Semester 2026: Apply ear candy concepts to an original song
| Specific | 1. Develop the base composition Create a song structure (intro, verse, pre-chorus, chorus, bridge). Produce the foundational arrangement: – chords / harmonic progression – melody or topline – percussion – bass – vocals Create a clean production without any ear candy, to serve as Version A. 2. Design & integrate ear candy elements Based on Semester 1 findings, design ear candy that: – supports the song’s story – enhances emotional impact – reinforces transitions or dynamic shifts – adds subtle textural detail Create Version B (extensive ear candy) using the full palette of techniques. 3. Listener perception study (Optional but valuable) Conduct a small informal test with listeners (friends, classmates, musicians) Ask participants to compare Versions A and B. Collect data on: – perceived narrative clarity – emotional response – sense of depth and – detail memorability Document results for inclusion in your final report. 5. Continue expanding the adjective list Add descriptors derived from the production process. Start grouping words into categories. |
| Measurable | One full song production in two versions (with and without ear candy). |
| Achievable | Uses skills developed from research and accessible production tools. |
| Relevant | Demonstrates the practical value of the theoretical framework. |
| Time-Bound | To be completed by the end of Summer Semester 2026. |
It is not completely clear to me what I will do in the third semester. I assume that producing the songs might be a process that also extends into the third semester. Nevertheless, at the end of the project I want to have achieved the following:
Specific: Compile results, finalize the adjective list, evaluate the production outcomes, and prepare final documentation
Measurable: Final project portfolio including written thesis chapter, song versions, diagrams, and terminology list
Achievable: Builds on completed work from previous semesters
Relevant: Completes the research cycle and demonstrates academic + artistic learning outcomes
Time-bound: End of Winter Semester 2026/27
Ear candy & storytelling with Sound Design
I want to explore Sound Design as a storytelling tool within a musical composition. The focus of this project is on musical details that are added to a song to make it more interesting. “Ear candy“ is a vague term used to describe sound effects, extra layers, rhythmic variations and other techniques which are supposed to make a song more interesting for the listeners. They can help to shape the soundscape and character of a song.
This project is not only about adding details to a song, but also about building a vocabulary for describing sound characteristics. The practical part of this project aims to combine songwriting and sound editing. The goal is the concept of a song that is enhanced with sound design elements.
Examples of ear candy
- The vocals in the song “Who let the dogs out” by Baha Men imitate the sound of a dog barking.
- Billie Eilish and her music producer Finneas O’Connell include sounds they recorded in real life as samples in their songs. One song by them features the drill of a dentist’s equipment, another one includes the sound of an Accessible Pedestrian Signal (APS). (APS are devices which are designed to help pedestrians who are blind or have low vision by providing non-visual cues like sounds and vibrations to indicate when it is safe to cross the road.)
Purpose of the project
The core purpose of my project is to analyze sounds, develop a vocabulary for my future sound design work and explore different ways to use sound design elements in musical compositions. Instead of treating sound design as a decorative or purely technical layer, I intend to explore it as a meaning-bearing, dramaturgical element.
Ultimately, the goal is not simply to produce a song but to research and articulate a method for using sound design as narrative strategy in music.
I want to
… compose a musical piece in which sound design shapes the narrative structure.
… create ear candy elements that contribute not only sonically but symbolically.
… develop a vocabulary to describe sound qualities and emotional functions in production.
… connect theory and practice when it comes to musical storytelling, sound design and sound editing.
Although the outcome is a standalone piece, the underlying methodology has broader applications:
· Artistic practice: designing sonic narratives, creating atmosphere and emotional depth in music.
· Music production: helping artists articulate a “sound world”.
· Education & analysis: building tools for describing sound qualities and production strategies.
Possible techniques & methods
To narrow down the project, I might draw from several categories of methods. I hereby note that these categories were suggested to me by the LLM ChatGPT after several prompts telling the model which areas of Sound Design I would like to explore more.
A. Analytical Techniques
· Harmonic analysis of emotion-driven chord progressions
· Textural and spectral analysis of reference tracks
· Identification of “Ear Candy” categories (e.g. foley events, sound effects etc.)
· Development of descriptive vocabulary for sound qualities
B. Sound Design Techniques
· Foley-based sampling (recording small sound events)
· Textural layering
· Creative vocal processing (pitch, formant, spatial modulation)
· Unusual chord voicings or progression loops
· Spatial mixing techniques for headphones (binaural cues, intimate panning)
C. Production & Composition Methods
· Writing a narrative arc for the song
· Mapping sound events to emotional or symbolic moments
· Iterative prototyping: composing → sound-designing → analyzing → refining
· Mixing for headphone emphasis
· Evaluating how well each sound supports the story
Questions that will most likely occur during this project
· How much Foley work is necessary to support the story of a song?
· Which sound design elements risk becoming too literal or distracting?
· How can I balance songwriting and sound design so that neither overwhelms the other?
A self-introducing monologue
Hi, my name is Melina and I grew up in a village, which is a little fun fact about me that will become important later.
Let’s get through the rather boring stuff first, so we have that out of the way.
I did my A-Levels at HLW Mureck, back when the school focused on gastronomy and economics. After working as a waitress, I switched industries and worked at an IT company in customer support for four and a half years. I wanted to achieve bigger things, so I applied for a study program at university. Thanks to the Austrian self-supporter scholarship I was able to study my dream at FH Joanneum. When I started to study Information Design, my dream was to be an UX/UI designer (that is somebody that thinks about how interface elements of websites and apps are positioned and styled in a way that people can use the website/app/service and have a good time doing so). However, my goal changed over time.
Long before I even applied at FH Joanneum, I discovered my love for Sound Design without knowing it was Sound Design. Growing up, I was always interested in (listening to) music. In 2009, Adam Young caught my attention with his electronic/alternative music project Owl City. Apart from his most famous song Fireflies, the song Vanilla Twilight had a lasting impact on me. I loved the way his vocals were tuned, the ear candy melodies, how the lyrics fit into the rhythm of the song and so forth. Unfortunately, when you are a teenager in a village, your everyday, real-life music opportunities are limited to a brass band or a church choir. But participating in those wasn’t my thing; I was into video games and singing along to the pop songs on the radio.
This attitude made me miss the train to music education town, figuratively speaking. To this day I can’t sight read and my theoretical music knowledge is limited.
In my early teenage years, I was faced with a huge emotional challenge. I was not able to talk about my struggles with anyone and couldn’t quite find a song that described how I was feeling. Out of the need for comfort I picked up a guitar and just started playing some random notes. Exploring what sounds good distracted me from the pain I was going through while it simultaneously offered me a way to express myself without talking. I was used to writing poems or diary entries, but songs? Unimaginable at first, but it soon happened naturally. Exploring and documenting my life by improvising melodies and lyrics over chord progressions has become my favorite thing in the world. In the past 12 years of my life, I’ve written over 300 songs (some better than others, none of them released yet).
When I moved to Graz in 2018 I bought my first own keyboard, which happened to be a MIDI-keyboard. Since a MIDI-keyboard is just a controller and not a standalone instrument, I had to install a DAW to play on it. That’s when everything changed. I was stunned by the fact there is an application that can help me make music on my computer, just like my idol Adam Young!! 😀
Moving to Graz also brought other possibilities into my life. I found some music-loving individuals and we formed an a cappella group. Unfortunately, Covid-19 made it impossible to practice, so the group split up again.
In 2021 a friend sent me a link to an open mic event. Since I mostly write sad, calm Indie-Folk songs, I took the opportunity and started to perform my songs live at that monthly event. I still perform there whenever I get the chance to, usually accompanying myself on the guitar, piano or playing together with an instrumentalist.
During my Information Design studies, I felt the most joy when experimenting with sounds. One of my favorite projects was for the Klanglicht-Festival in 2023: I had the honor to compose a jingle for their audio guide.
I believe that the skills I learn through Sound Design can help me be a better, more expressive artist. The Sound Design master’s program is my chance to take my time to deep dive into some aspects of shaping sounds.
In an ideal world I am not only shaping sounds, but also shaping experiences that let people interact or enjoy sound in an immersive way. I want to create something that lets them shut down the world around them. I would love to participate in a sound installation in a museum, or at the Klanglicht-Festival. Since I want to improve my music production skills, producing an EP would also be a project I would love to do. From an information/graphic designer perspective, enhancing (or manipulating) visuals with sounds would be interesting as well. So far my work has only contained short and simple projects, like jingles, ringtones and sound experiments. My portfolio page covers most of the projects I have done so far: https://www.melinatrummer.com/
I must consider that I have neither a usual music background, nor a technical one. So, I might not be able to do a crazy coding project or compose a 12-track album just yet. Sound Design is quite a challenge for me, but I am looking forward to learning a lot about this discipline in the next two years and onward.
All I know now is that I would love to make a project that provides people with the same level of comfort that music has brought to me all my life.
Third Blog Entry: Possible Program Blend and Work Theme
In my last blog entry, I outlined a possible solution and workflow for creating mockups and
prototypes for multimedia installations within the scope of sound art and visual arts. I think
the best option, regarding prototyping, would be to blend multiple existing programs to
create something that covers all my needs. This blend could consist of Pyroomacoustics,
Blender, TouchDesigner, and some type of game engine. A game engine would work
particularly well, as it would allow us to explore digital versions of installations in first person.
With this approach, the soundscape can be further enriched, since we can more accurately
spatialize sound. Such an approach could work not only for mockups, but also for the
creation of standalone virtual installations open to the public.
I was also introduced to a new program for 3D modeling called Fusion 360, which offers solid
accuracy for tackling mechanical structures that can be used for sculptures and
installations. I first heard about this software during our excursion to ESC Medien Kunst
Labor, where we attended a talk by Jiří Suchánek, a Czech sound and media artist whose
philosophy of development and prototyping somewhat aligns with my own.
Regardless of which combination of programs I ultimately choose, I am considering creating
or assembling the software as a joint collaboration with Maximilian Bernhard, a sound design
colleague who has similar ideas in mind for his project.
Regarding the theme of the installation, I am currently considering two directions.
The first possible direction is the physical reimagining and sonification of digital artifacts.
The idea is to create unpredictable results in the digital domain by intentionally forcing
errors, glitches, bugs, and other malfunctions, and then reimagine them in physical space.
Sound could be generated in a similar way and/or by using data derived from these errors as
parameters for sonification.
The second possible direction focuses on resources found in nature. I am particularly drawn
to working with water and its various states, especially ice. I have experimented with this in
the past by building a DIY hydrophone, which I placed in a container of water and then put
into a freezer. The results, however, were underwhelming. Although the hydrophone survived
the harsh testing, there was almost no noise or events to use as triggers as the ice melted.
Despite the initial test not being very successful, I still want to explore the sonification,
amplification, sculpting, and transformation of ice.
Another natural resource I am drawn to is trees, more specifically tree rings and tree bark. I
developed this concept during my previous studies, where we were tasked with creating our
own concept for a music algorithm. The idea was to study and collect data on how and why
tree rings are formed, and then generate digital tree rings whose parameters would
manipulate sound. Tree bark was intended to be used as a filter and a means of sound
categorization, based on its natural patterns.
While discussing the tree ring algorithm, I was reminded of another concept I created that
could also work well, the shushing room. This interactive sound installation would consist of
multiple devices, each equipped with its own microphone and speaker. When the incoming
signal exceeds a certain loudness threshold, the device would play a randomly selected
audio sample from a library of recordings of people saying “shhhh,” “shush,” “shssshsh,” and
similar sounds. The goal would be to create a kind of game through these interactions: when
a sample is triggered, the lights in the room would turn off, disorienting the audience and
encouraging them to be more mindful of the noise they produce.
Overall, I am currently gravitating toward the exploration of digital glitches and their
reimagination in physical space, however, I remain open to exploring other ideas as well.
Second Blog Entry: Personal Project Idea
Since my last blog entry, I’ve done an overview of the university work I’ll have this year and
found that I’ll have plenty of opportunities to work on music and sound production in
Ableton. As such, I’ve decided it would be best to focus on developing an outline for my
sound art projects, which would incorporate visuals related in conjunction to the audio
and/or vice versa.
I want to get familiar with some kind of software for simulation and spatial representation. In
other words, I want to learn a tool that allows me to create mockups of my future
installations. I would use this knowledge to create applications for project funding, open
calls, and event placements. Such an approach to my multimedia work will help me develop
and present ideas I otherwise wouldn’t have the funds or space for. This project would also
serve as a potential skill applicable in freelancing.
Part of the inspiration came from insights into some of the artists and their works featured at
the Klanglicht Festival, which took place recently. One of the talks was given by members of
Onionlab, a multidisciplinary studio, who showed how they use TouchDesigner for project
development.
Seeing as such an approach can be used in more commercial settings, I believe there is a
chance that the project I work on would therefore not only serve as a means to create and
showcase my art, but also potentially as a skill applicable in freelancing.
One possible progression of this project would be to first learn a suitable software (or
multiple, depending on what works best), then create an artistic concept, which would be
turned into a digital mockup. This digital mockup would include visuals and audio, their
interactivity in space, simulation of movement and light, as well showcase potential
materials which should be used for construction. After I am satisfied with the mockup, I
would either apply for funding If possible and perhaps develop a smaller-scale physical
version. Finally, I would build the full installation and/or sound objects and exhibit them
somewhere.
I don’t have an artistic concept in mind yet, but I’m gravitating towards something that
transforms and sonifies the space it occupies. One example of a simple yet effective
transformation can be seen in the work of Katja Muttilainen and her installation for “the
ugliest place in downtown Jyväskylä,” where she uses light to enrich an otherwise overlooked
location and shift the viewer’s perception of it. I discovered this work through the Klanglicht
lecture as well, where it was mentioned by curator and teacher Mia Kivinen. Of course, I can
also mention Move On, my installation exploring the topic of generative spaces, which was
created for a hallway of an exhibition. Another possible motif could be to use elements and
objects found within the broader concept of space.
All in all, I believe this project will not only serve as university work but also as a suitable
framework for developing future installations and sound sculptures.
First Blog Entry: My Background and Interests
Music was always a part of conversation. I got introduced to it at a fairly early age through my
parents, who are both musically trained, with my dad being a jazz musician and my mom
having played in bands as a hobby. Some early memories that come to mind are being in the
car listening to Latin jazz records my dad made, dancing to Sting with my mom, and playing
on a small drum kit for children.
My formal music education started when I was seven, when I began taking piano lessons at
a music school. I played and studied classical piano for twelve years, completing both the
elementary and secondary levels of music education. However, the older I got, the more this
field started to feel like a sport rather than music first. Competition and perfection became
the standard, and I found myself enjoying it less and less. Maybe the teaching approach
didn’t work for me, or maybe I was simply lazy, but it didn’t quite feel like my calling. I was
always drawn more to the idea of creating my own music rather than just performing
someone else’s.
When I was around twelve, I got interested in music production. After watching a few
tutorials online about how to make the kinds of tracks I liked, I discovered FL Studio, a digital
audio workstation, or DAW for short, with a huge online community and endless learning
resources, most of which I found on YouTube. Just to clarify, this wasn’t meant to be an
escape from classical music, but rather a hobby that slowly but surely developed over time.
Things started picking up speed a couple of years later when I started high school. I was
studying in the field of media technology, where we learned about photography, videography,
animation, basic coding, and sound. It was here that, besides indulging in visual mediums, I
got to co-host a radio show, make jingles, record and edit a podcast, and learn some basics
regarding sound. On the side, I was actively practicing piano and producing music. My taste
shifted from EDM to trap and lo-fi beats, and soon I started rapping and singing with friends
and people from my local scene. We made a few songs together, and I even had a small
producer feature on a track by a somewhat popular rap group in Croatia.
Jumping in time to the end of high school, we had to create a final project since it was a
vocational school. For mine, I produced an instrumental EP that blended genres and styles I
liked and was familiar with, creating a musical story that went with it. My written paper
focused on the project itself and on FL Studio as a production tool. Around that time, I was
intensively preparing for music university, looking at a bachelor’s in piano. I wasn’t really
passionate about it at the time and as such decided to take a gap year to figure out what I
actually wanted to do next. While looking at the jazz program at Kunstuniversität Graz, I
learned about Sound Design and Computer Music as possible options. Both sounded
appealing, especially since in Croatia there weren’t many programs that focused on those
areas, and those that do exist were mostly centered around sound for film, which wasn’t
what I was interested in. So, I applied to the bachelor’s program in Computer Music and
Sound Art and graduated in October of this year (2025).
Studying there helped me grow both technically and creatively. I learned the basics of sound
synthesis, processing, and analysis, as well as acoustics, recording, and audio setup for a
concert. I was also introduced to SuperCollider, a programming language for sound, which I
used to make several projects that I showed and/or performed live for semester concerts. I
also did some collaborative work, like working with KUG Theater and playing live electronics
as part of a student collective.
At one point, I decided to uninstall FL Studio to force myself to learn Ableton, another
popular DAW. Instead, my focus shifted. As semesters went by, I developed an interest in
installations and sound art in general. I was definitely inspired to create something physical
after visiting the Venice Biennale, where I saw some amazing works like Can’t Help Myself by
Sun Yuan and Peng Yu (which isn’t really sound-related, but rather a kinetic sculpture) and
Diplomazija astuta by Arcangelo Sassolino, Giuseppe Schembri Bonaci, and Brian
Schembri, just to name a few. I quite enjoyed the imposing presence of such works and
wanted to create something physical and tangible, both as a learning experience and for
personal satisfaction.
My first installation was done as part of a class on sound art, in which I used newspaper as
an interactive, susurrating kinetic structure prone to change. This is when I also started
building my own contact microphones and hydrophones, experimenting with how sound
travels through different materials. A semester later, I made a stripped-down version of a
small speaker driver to understand its workings and possibly implement it into an iteration
of the said newspaper installation.
You could say I really shifted focus from producing music to understanding mechanics in the
context of sound and movement, which is further supported by the next big project I did. In
it, I took a Japanese water sound sculpture and re-contextualized it by using gear motors that
moved marbles inside a hollow tube, which then triggered sounds through DIY contact
microphones. The marbles acted as triggers, playing samples I had processed in Ableton. I
enjoyed seeing my work in motion, being physical and present, which as a little bonus
showed the amount of work that was put into it.
While finishing my bachelor’s degree, I applied for a master’s program in Sound Design at FH
Joanneum in collaboration with KUG, which I previously knew about while looking at possible
study programs I was interested in. I applied for a couple of reasons. I wanted a change of
environment and a program with a better focus on preparing individuals for future work and
a career in the field. Another reason was that I wanted to take what I learned from my
bachelor’s studies and combine it with my passion for making music, which was somewhat
lost along the way, not to mention my love for sampling in general, which is strongly
connected to sound design. Here, I hope I can use, further develop, and package my
knowledge. I am still unsure of what my next project will be due to the burnout from finally
finishing my bachelor’s. I do however know I will be spending much more time learning
Ableton and re-learning music and sound production in the way I find interesting and
rewarding. I am also open to creating more sound sculptures and works in space. If I am to
make more installations, however, I would first focus on learning software with which I could
make models and simulate results, as undertaking projects of a larger scale without funding,
which could be provided more easily by creating said models, just isn’t financially
reasonable.
In general, it is still early to know exactly what is next for me, but I’ll try to become a better
musician and artist, further explore and understand sound in its various forms, and gain
professional experience that will help me in the long run.
Physical Sound Layering Blog 3
Can Kuytak/ Blog 3
Intention
The main goal of this project is to bring the layering techniques used in DAWs into a physical room setting. By placing sine tones and low-frequency textures in different corners, the installation lets listeners move around, changing the sounds they hear and how they engage with them. The room itself becomes an active part of the composition through natural acoustic effects like interference, standing waves, and phase interactions. This creates an immersive sound environment where each listener encounters a distinct mix of overlapping sonic layers.
Tasks Fulfilled by the Project
- Spatial Sonic Exploration: Demonstrates how sound interacts with architecture, creating zones of reinforcement, cancellation, and perceptually new tones.
- Dynamic Interaction Through Movement: Enables the audience to experience continuously changing sound based on their position.
- Minimal Material, Complex Perception: Shows how simple sine waves layered spatially produce rich acoustic textures without digital processing.
Main Goals
- Design a sonic environment where sine tones interact naturally through room placement.
- Reveal acoustic phenomena such as interference patterns, beating frequencies, and standing waves.
- Create a movement-sensitive installation where perception changes with listener position.
- Illustrate mechanical (acoustic) layering, demonstrating how physical space generates multi-layered sonic experiences.
Subtasks
- Frequency and Tone Design: Select sine frequencies and low-frequency textures; test small frequency differences to produce interference and beating.
- Speaker Placement and Room Mapping: Determine positions in corners, analyze reflections, and identify zones of natural acoustic layering.
- Acoustic Testing and Iteration: Measure how tones interact at different positions; refine frequencies, amplitudes, and placements.
- Environmental Refinement: Adjust speaker angles, levels, and minor modulations to optimize layering and spatial phenomena.
Sequence
Frequency selection
Speaker setup
Walk-through testing
Refinement
Final installation.
Methods and Framework Conditions
- Information Needed: Basics of room acoustics, standing waves, interference, phase behavior, and frequency propagation.
- Methods: Testing with sine waves, observing position-dependent changes, iterative refinement.
- Existing Knowledge: Basic knowledge of sonic environment and sound design tools
- Resources: Speakers, audio interface, tone generator software (DAW, Max/MSP, Pure Data), optional SPL meter.
Mechanical Layering Concept
By placing sine tones in different corners and allowing low-frequency textures near sources, the installation naturally produces physical layering:
- Standing Waves: Certain frequencies amplify or cancel in specific zones.
- Interference Patterns: Overlapping sine tones create perceptual beats and shifting sonic surfaces.
- Spatial Filtering: Listener movement changes the balance between frequencies, producing dynamic layering.
- Emergent Phenomena: New perceptual tones arise through acoustic interaction.
Unlike digital layering in a DAW, this mechanical layering is generated by the room itself, making each listener’s experience unique and the space an active compositional element.
Timeline Overview
- Current Semester – Explore: Research acoustic phenomena, test sine tones.
- Second Semester – Experiment: Build prototype, experiment with frequencies and speaker layout.
- Third Semester – Product: Final installation, documentation of installation, prepare presentation.
Questions for Exploration
- Which sine-tone interactions (beating, interference, modulation) create the strongest spatial presence?
- How can modulation be used without losing the tone’s fundamental purity?
- Which listener paths produce the most distinct dynamic layering experiences?
- Which frequency combinations create the clearest spatial effects?
How an Immersive (3D) Mixing Bottleneck Inspired Me
After a decade of producing electronic music, I understood that a great mix is about creating a sense of space. When I transitioned into object-based audio (like Dolby Atmos), I encountered a paradox: While I could place a vocal perfectly in 3D space using precise coordinates, the next step getting the reverb right felt like stepping back into the Stone Age.
The Bottleneck of Spatial Incoherence
In spatial mixing, we use digital metadata (x,y,z) to define an object’s location. However, to make that object sound physically plausible far away, close, or high up the Reverb Send Level must be manually adjusted to match that coordinate.

I discovered that this manual adjustment was the core problem:
- Inconsistency: What sounds right in Scene A might be wrong in Scene B. Maintaining spatial realism across a two hour film or album tracklist became a massive, repetitive task.
- Subjectivity: The decision relied entirely on my ears, not physics. This meant spending creative hours tweaking parameters that should be calculated, not guessed.
The Revelation: If the “correct” reverb level is a function of the sound’s position and the room’s acoustics, it is an objective, solvable problem.
The Solution Concept: We could use AI (Deep Learning) to perform this complex, repetitive DRR calculation instantly. My thesis idea was born: Train an AI to map a vocal’s characteristics and its 3D position directly to the DRR-derived Reverb Send Level.
This project is the culmination of my journey turning creative frustration into a rigorous technical solution that aims to inject speed, consistency, and scientific backing into the art of spatial vocal mixing.