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@maru shared this instrument so you can build on it and use it in your DAW.

AvailableInstrument

Evolving Environment

Play a world that changes with your sound.

About

An adaptive sound world for game-audio experiments. A 3D scene drives one instrument: you travel through a cavern while its ambience, mood and music change around you, the way a game soundtrack follows the player.

What you hear

By default the camera travels on its own through an endless cavern. Three ambience sources surround you: a moving harmonic drone, the cavern's air and a crystalline shimmer. Each has its own level, and its position relative to the camera sets how far left or right it sounds and how distant it is, before everything goes into a shared reverb. Drag to look around; Auto travel pauses the journey without stopping the sound.

The mood drifts slowly between quiet wonder, mystery and tension. Pick a mood yourself and the drift stops at your choice.

Musical accompaniment is off by default. Turn it on and three layers join the ambience, Melody, Bass and Chords, each with its own switch, level and stereo position. They play over a tonic and four chords in the Dorian mode that you choose, with prepared melodies that can change on each pass. Changes to the harmony or the seed wait for the end of the current progression, so the music never jumps mid-phrase.

Controls

  • Intensity changes brightness and how often notes start.
  • Space sets the reverb.
  • Motion moves the tone of the voice and its position in the stereo field.
  • More controls set the tempo, modulation rate, direction and distance.
  • Evolve picks a different prepared take of the melody each time the progression comes round; switch it off to keep the current one.

The scene has two views. Geometry gives an overview of the three ambience sources, and Immersive travels through the cavern. Click a landmark, or use its button, to change the scene. Both views share the same sound and settings.

Getting started

Start with Cavern journey, the default, then try Resonant cavern for a slow, spacious mood or Gathering storm for a tense, faster one. To play it from your own notes or a sequencer, load External sequencer: it turns off the ambience, the automatic journey and the built-in phrase playback. Incoming MIDI plays the Melody layer.

Good to know

The sounds are synthesized sketches, not a sample library, and all three music layers use one compact voice. The stereo movement and distance are artistic placement, not a simulation of surround sound, a room or obstacles. For room experiments, send the output into Maru's Room Acoustics module and turn Space down.

How it works.

The audio Processor owns seeded phrase playback, six bounded voices, modulation and a stereo FDN reverb. Both scene views send host parameter and note events and read rendered telemetry.

Symbolic prepares a bank of constrained melodies outside realtime playback. Connect Code Sequencer through MIDI for longer programmable forms and editable generation inputs.

The landscape is illustrative. Stereo panning and artistic reverb do not simulate game geometry, HRTF, portals or occlusion. Native game-engine integration requires separate qualification.

What would you make with Evolving Environment?

Describe what you want to make. Build it with the Studio agent.

Goes well with.

Prototype

Write music in Symbolic Cycle and hear it as MIDI.

Prototype

Two oscillator banks with continuous frame morphing.