Grass Orb

Unity Prototype: Granular Wind Synthesis System

A Unity prototype exploring granular synthesis techniques for dynamic ambient audio. This project was designed from the ground up, combining procedural grass simulation with experimental sound design to create continuously evolving soundscapes.

Taking inspiration from granular synthesis, I developed a non-repetitive ambient loop for the smoke particle system. By slicing a wind recording into segments and placing them in a randomized container with crossfading enabled, I achieved a seamless, continuously varying loop that maintains a natural sound without audible repetition. Additionally, I mapped the smoke's movement velocity to pitch, creating an intuitive sense of speed and motion.

Grass Orb

Unity Prototype: Granular Wind Synthesis System

A Unity prototype exploring granular synthesis techniques for dynamic ambient audio. This project was designed from the ground up, combining procedural grass simulation with experimental sound design to create continuously evolving soundscapes.

Taking inspiration from granular synthesis, I developed a non-repetitive ambient loop for the smoke particle system. By slicing a wind recording into segments and placing them in a randomized container with crossfading enabled, I achieved a seamless, continuously varying loop that maintains a natural sound without audible repetition. Additionally, I mapped the smoke's movement velocity to pitch, creating an intuitive sense of speed and motion.

Grass Orb

Unity Prototype: Granular Wind Synthesis System

A Unity prototype exploring granular synthesis techniques for dynamic ambient audio. This project was designed from the ground up, combining procedural grass simulation with experimental sound design to create continuously evolving soundscapes.

Taking inspiration from granular synthesis, I developed a non-repetitive ambient loop for the smoke particle system. By slicing a wind recording into segments and placing them in a randomized container with crossfading enabled, I achieved a seamless, continuously varying loop that maintains a natural sound without audible repetition. Additionally, I mapped the smoke's movement velocity to pitch, creating an intuitive sense of speed and motion.