Electroacoustic composition based on a "flocking behaviour" algorithm (boids) for real-time procedural sound and generative music. Timbre, gesture and spatialization emerge from the sonification of spatial and kinematic data in a 3D virtual environment (Unity3D+SuperCollider). The piece explores the possible states of the system in terms of spectral density/distribution, harmonicity, entropy (order-disorder) and other physical properties and interactions (e.g. collisions, velocities, etc.)
Given that the focus is on the sonic and musical output, a simple fixed-camera is provisionally being used to render visuals.
3D Engine (Unity/C#) & Audio Programming: Ignacio Pecino