Aural Texture

This is the tracklist for the album on Bandcamp linked above includes work from Audio Crafting (Moriturism), Creative Music Technology (Rainforest Ambience), my dissertation (Intra-action), Audio Programming (all the gran_ tracks), Soundtracks for Screen (animosityonthetollcrossjunction), Composing for Screen (Xenos and Crumbs), and Interactive Sound Environments (Euphoric End). It is a collection of a lot of my favourite works I have created during my degree.

Tracklist
Xenos

This is an example of a Composing for Screen submission called Xenos, it attempts to take the listener through a journey of melancholic contentment. It also features on 'Aural Texture'.

Total Euphoria

This depicts a video game created for Interactive Sound Environments. Granular textures are automated in various ways to engross the player in the quest to reach 'Total Euphoria'. It is heavily inspired by the band 'caroline'. 

Investigating Intra-action in Multiplayer Instruments

This was my dissertation project, this is the abstract:

This dissertation focuses on the design of multiplayer instruments, drawing on Karen Barad’s notion of ‘intra-action’ and Steve Symons’ ‘entangled instruments’. Additionally, Fels and Vogt’s idea of abandoning hierarchy between players in a multiplayer sonic environment was essential to this study. Building on the concepts from this literature, four different versions of a multiplayer instrument were created, each one depicting different ways of coupling two players in a shared sonic space. The instrument was gestural, utilising gloves, accelerometers, and Arduinos to create a sound environment in Max MSP. The central idea was to investigate the conditions within which intra-action is induced and whether hierarchical structures inherently detract from the probability of the phenomenon occurring. Fourteen participants took part in the experiment in seven pairs, providing objective cross-correlation data, signifying how synchronous their movements were, alongside subjective responses to a questionnaire. These measures were taken to approximate the conditions within which intra-action is catalysed. This dissertation argues that intra-action is not a built-in design parameter of multiplayer instruments, but that designing the instrument adhering to certain conditions can impact the probability of inducing the phenomenon.