Sounds that move
around you.
A soft canopy circles overhead while close textures pass behind the listener.
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.
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.
- 01Generate clean stems
Create isolated, loop-friendly source textures with a compact local sound model.
- 02Tag spatial intent
Store source paths, movement, distance, elevation, intensity, and safe loop points as scene metadata.
- 03Render or personalize
Play interactively in the browser, or render longer stereo sessions for the catalog.
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.