About

  Currently there is a great deal of research and work in the field of surround sound reproduction for musical performance and XR / VR and Virtual Production. However current spatial audio tools for musicians tend to be designed for postproduction workflows using automation of parameters such as panning and reverbs to create spatial audio effects in a DAW such as Pro-Tools or Ableton. These tools tend to be non-real-time instead requiring complex automation that must then be rendered out, slowing down creative flow and introducing a layer of complexity to live performance. Space Synth – A spatial instrument suite for live performance will create a suite of tools that can be combined for live performance in 3D spatial audio spaces (such as VR / XR) and venues equipped with 3D audio reproduction. Using a modular approach the artist led project will create several Max4Live devices that can be combined to create a powerful suite for sound creation and manipulation for live performance for spatial audio. The suite will allow musicians, sound designers and composers to combine performance data, synthesis, sampling and spatial effects to create compelling spatially exciting live performances. Tools for capturing control data might include motion capture, game controller or movement captured from a video camera on stage that can then be used as part of a musical performance. Machine learning will allow motion capture and control data to be used to control aspects of the software, allowing performer’s gestures to create compelling live spatial audio. Potential users of Space Synth are live electronic musicians, sound designers for virtual production and virtual reality, composers for electro acoustic concert work, sound engineers for live sound and even postproduction mixers wishing to inject some live input into their production workflows. Using open source code will enable the project to disseminate the work to XR creatives using a pay what you feel model. We hope that this project will create tools that have an easy enough entry skill level to allow creatives with no spatial audio experience to engage in immersive performance and production.