Interactive Sound Installation
An interactive audiovisual installation built in TouchDesigner that translates sound into realtime visuals.
The system analyses the low, mid and high bands of live audio and transforms them into dynamic, cymatics-like shapes and particle behaviour. It responds instantly to voice, music or environmental noise, letting viewers see the rhythm and intensity of a sound in motion.
In this showcase a percussionist plays the room: drums trigger motion, colour and particle reactions through live audio analysis. The performer shapes the visuals through any instrument, from drums to voice, turning sound into a controller.
- Client
- Infinia
- Year
- 2024
- Role
- Interactive Visuals · TouchDesigner
- Tools
- TouchDesigner
- Audio Analysis
- Particle Systems
- GLSL
In the room
Sound as a controller
Low, mid and high frequencies 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 authored 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 or use the arrow keys to turn around the room

drag or use the arrow keys to turn around the room

drag or use the arrow keys to turn around the room

drag or use the arrow keys to turn around the room



Workflow
Built entirely in TouchDesigner
The workflow combines audio analysis, particle systems and real-time shader control. Live sound inputs drive 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, which distribute synchronised video outputs to each projector; the audio analysis runs on the same machine, so the room reacts within a frame of the sound.
- 12
- Projectors
- 3
- GPUs
- 1
- Workstation
- 3
- Frequency bands
