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Sound Particles 2 - Indie

Project Example 1 Sound Particles Custom Speaker Setup Random Distribution Example CGI Import CGI Integration Random Audio Modifiers Batch Processing Keyframes and Automation Sound Particles
What is it?
Format(s)
UtilityStand-alone utility / application
Operating System Availability
Operating System Latest Version
 2.1.2 
System Requirements
OS - Windows 7/8/10  Minimum  CPU - 2-core or higher
RAM - 4 GB or higher
Disk Space 620 MB  Recommended  CPU - 4-core or higher
RAM - 8 GB or higher
Disk Space - 620 MB
 2.1.2 
System Requirements
OS - Mac OS X 10.9 or higher  Minimum  CPU - 2-core or higher
RAM - 4 GB or higher
Disk Space 620 MB  Recommended  CPU - 4-core or higher
RAM - 8 GB or higher
Disk Space - 620 MB
License & Installation Method
Instant (Serial Number)
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Sound Particles 2 - Indie

The Ultimate 3D Audio Software.

Sound Particles is a sound design software application capable of generating thousands (even millions) of sounds in a virtual 3D audio world. This immersive audio application will enable you to create highly complex sounds on the fly, which will ultimately enable you to design sound better and faster than ever.

Sound Particles is something completely different from any other professional 3D audio software that exists today.

Sound Particles uses the concept of computer graphics, but for audio: each particle represents a 3D sound source (instead of a 3D object) and a virtual microphone captures the virtual sound of the particles (instead of the virtual CGI camera).

Imagine that you want to create the sound of a battlefield with Sound Particles. You could create 10.000 particles (sound sources), spread them over a square mile, pick 50 war-related sounds from your sound library and render the entire scene with a virtual microphone (5.1, Dolby Atmos 9.1 bed, etc.).

Each particle would randomly select one of the war-related sounds for reproduction, which means that some particles would reproduce the 1st audio files, other particles would reproduce the 2nd audio files, and so on. Also, each particle (sound source) would be positioned randomly on a square with a length of 1 mile. To obtain more interesting results, movement modifiers would add motion to the particles and audio modifiers would apply random gains, delays, EQ or time/pitch variations. The virtual microphone will be responsible for capturing the virtual sound of the scene, based on its position, direction and the position of all particles. The sound of all particles is rendered, taking into consideration things like propagation attenuation, speed of sound and Doppler effect.

Can you feel your creativity sparkling?

Welcome to the world of Sound Particles...

{See video at top of page}

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