Interactive Sound Installation
A five-surface room with nothing of its own to show until someone makes a noise — live audio analysis in TouchDesigner, played here by a percussionist.
An installation for Infinia's immersive room, built in 2024, in which the room has nothing of its own to show. Silence leaves it still; the visuals exist for exactly as long as there is sound to make them.
The showcase was played by a percussionist — a kit in the middle of the room, five surfaces answering it, nothing rehearsed between them. Any source works the same way: a voice, a phone speaker, a room full of people talking.
- By
- Özgür Kahraman — 3D & Immersive Artist
- Client
- Infinia
- Year
- 2024
- Role
- Interactive Visuals · TouchDesigner
- Tools
- TouchDesigner
- HeavyM
- Particle Systems
- GLSL
In the room
Sound as a controller
A microphone in the room feeds an audio interface into the workstation, and TouchDesigner's own audio CHOPs split what it hears into low, mid and high. Those bands control the colour, intensity and seed of each pattern, while particles are drawn toward them, forming cymatic-like figures — the visual cousins of the shapes that sand makes on a vibrating plate. Nothing is sequenced: the room only moves when someone makes a sound.







Projection mapping
Seeds for the sound to perturb
The patterns are generated in the same network as wall panoramas and floor passes at the installed ratio, so the room reads as one continuous surface. Each is a starting state; the audio then perturbs it live, so no two performances leave the same trace.

drag to turn around the room

drag to turn around the room

drag to turn around the room

drag to turn around the room



Workflow
Built entirely in TouchDesigner
Audio analysis, particle systems and real-time shader control, all inside TouchDesigner — no external analysis library. Live sound drives visual parameters such as colour, motion and pattern generation, and there is no timeline: the piece is exactly as long as the performance.

Setup
Twelve projectors, one workstation
Twelve projectors are driven by a single workstation equipped with three GPUs, with HeavyM warping and blending the outputs; the microphone, the analysis and the render all run on that same machine, so the room reacts within a frame of the sound.
- Projectors
- 12
- GPUs
- 3
- Workstation
- 1
- Frequency bands
- 3
