• Sound Particles in
    Batman v Superman: Dawn of Justice
    Independence Day: Resurgence
    The Great Wall
    Ghost in the Shell
    Smurfs: The Lost Village
    See more...
  • Sound Particles nominated for
    "Outstanding Product" award
    by Cinema Audio Society
    Read more...
  • Sound Particles in
    Black Sails
    Benjamin Cook, Supervising Sound Editor
    Emmy for Outstanding Sound Editing for A series
    (Winner 2016)
    Read the BTLNews.com article...
  • SOUND PARTICLES
    Be
    Truly
    creative :)
  • SOUND PARTICLES
    SOUND DESIGN
    The future of

Available on the Mac App Store $299.99 / €299.99 / £299.99

Sound Particles Software

Sound Particles is a CGI-like software for Sound Design, capable of using particle systems to generate thousands of sounds in a virtual 3D world.

Particle Systems are a common tool used in computer graphics and VFX to create fuzzy/shapeless objects like fire, rain, dust or smoke. Instead of animating all individual points (water drops, grains of dust or smoke), the user creates a particle system, an entity that is responsible for the creation and management of thousands of small objects. Sound Particles uses the same concept, but for audio: each particle represents a sound source (instead of a 3D object) and a virtual microphone captures the virtual sound of the particles (instead of the virtual CGI camera).

Main Features

Huge Sound

Up to millions of sound sources playing at the same time.

Immersive Formats

Support for several multichannel formats, including immersive audio.

Audio Modifiers

Use random effects to make sure each particle sounds different from any other particle (gain, delay, EQ, pitch/speed, granular).

Movement

Use automation or movement modifiers to move sound sources and microphones.

Video

Import reference clips and see the particles moving on top of the image, obtaining a perfect time and space coherence.

Sound Propagation

Control the propagation of air (speed of sound, air attenuation, Doppler).

3D Views

See what is happening, using the fantastic 3D views (top, front, perspective, etc.).

Granular Synthesis

Use our optional granular audio modifier, and use particles to reproduce small audio fragments of original audio files.

and more...

Supports 1st order microphones (omni, cardioid, hyper-cardioid, fig-of-8), stereo pairs (MS, XY, AB, Blumlein, ORTF, Decca Tree), Ambisonics (up to 6th order), Multichannel (5.1, 7.1, Auro 11.1/13.1, Dolby Atmos 9.1 bed, NHK 22.2, etc.).
Have a perfect control over the random parameters of the particles (uniform, discrete, normal, custom, triangle, etc.). For instance, how to generate random pitch shifters? Equally spread between -12 and +12 semitones? Using only discrete values (-12, -5, 0, +7, +12)? Most values near zero?
Unleash your imagination and create sounds that you never imagined before (1000 flying violins? 100.000 soldiers? Full 3D fire?).
Your creativity is the limit...
Sound Particles uses 64-bit floating point precision to achieve the best possible quality.

We're not the only ones excited happy puzzled about Sound Particles...

Currently under tests on major "Hollywood" studios:
Skywalker, Warner Bros, Universal, Technicolor, Sony, Fox, Formosa, Pinewood, Park Road Post, ...


The Battlefield example

Imagine that you want to create the sound of a battlefield with Sound Particles. You could create 10.000 particles (sound sources), spread over a square mile, pick 50 war-related sounds from your sound library and render the entire scene with a virtual microphone (5.1, Dolby Atmos 9.1 bed, etc.).
Each particle would randomly select of your war-related sounds for reproduction, which means that some particles would reproduce the 1st audio files, other particles would reproduce the 2nd audio files, and so on. Also, each particle (sound source) would be positioned randomly on a square with a length of 1 mile.
To obtain more interesting results, movement modifiers and audio modifiers could be added to the particles. Movement modifiers add movement to the particles. Audio modifiers apply random audio effects to each particle, ranging from simple things like random gains and delays, to more complex effects like random EQ or time/pitch variations.
The virtual microphone will be responsible for capturing the virtual sound of the scene. Based on the position of the microphone, its direction and the position of all particles, the sound of all particles is captured, taking into consideration things like propagation attenuation, speed of sound, Doppler effect, etc.. Since the software has detailed information about everything, the microphone can capture the sound for different formats, ranging from mono or stereo, to 5.1 or even immersive formats.


What Users Say