Sineward
EXPERIMENT 01 · PROCEDURAL HRTF

Sounds that move
around you.

A soft canopy circles overhead while close textures pass behind the listener.

🎧Use headphonesStereo speakers cannot preserve the same ear-specific cues.
AIR · LEAVES · NEAR-FIELD BRUSHREADY
FRONTBEHIND
YOU
Canopy
Leaves
Brush
Paused. Headphones recommended for spatial cues.
HOW THIS EXPERIMENT WORKS

Generated texture,
measured-space illusion.

Every sound begins as a procedural mono texture synthesized on your device: filtered air, droplets, water, leaves, brush, or insect-like chirps. Sineward places each source in three-dimensional space and continuously changes its position.

The browser’s HRTF renderer turns each mono source into stereo using head-related impulse responses. Those responses introduce the tiny timing, level, and frequency differences that help a sound appear beside, above, or behind you.

WHERE AI FITS NEXT

A spatial layer for a generated catalog.

Local sound-generation models can supply distinctive source material—wind through a particular structure, impossible water, evolving machines, or soft foley—while this engine supplies repeatable motion, proximity, and headphone spatialization. The result can be a living scene instead of one fixed recording.

  1. 01
    Generate clean stems

    Create isolated, loop-friendly source textures with a compact local sound model.

  2. 02
    Tag spatial intent

    Store source paths, movement, distance, elevation, intensity, and safe loop points as scene metadata.

  3. 03
    Render or personalize

    Play interactively in the browser, or render longer stereo sessions for the catalog.

🎧
Listen at a comfortable level.

Spatial audio can feel very close even when it is quiet. This creative audio experiment is not a medical device and makes no therapeutic claim.