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.
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.


