4D Sound

2013 to 2014

4DSOUND is a novel immersive system which allows for evolving changes in three-dimensional positioning of sound. An expansive array of speakers, a Max-based core, and custom Max for Live devices allow for sound to be positioned anywhere within the system’s space (and beyond).

For this system I have developed the core panning algorithms in C++, using vector math and matrix transformations. Every sound is treated as a source with variable dimensions. Multiple sources can then be placed in 3d space and the system calculates the position of the objects in relation to the speaker grid. Group transformations allow for things like cloud rotation, explode and implode. Virtual walls can be placed in space and detect when the sound is positioned behind them to filter the source accordingly, providing even more parameters to play with in a composition.


  • max
  • c / c++