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Phantom Sync

Year2025 RoleCreative Developer & Sound Designer Typework
TouchDesignerKinectSpatial AudioSound DesignInteractive Installation
Phantom Sync

Phantom Sync is an interactive sound installation that explores how sound can be spatialized, embodied, and shared through movement. Four corner speakers and a Kinect sensor turn a room into an instrument — each participant activates and controls one distinct audio layer from a larger composition, which follows their position across the space in real time.

As more people enter, new sonic elements are introduced, building the piece from a sparse melody into a full, immersive soundscape. The longer participants stay, the more their track transforms — layering in additional rhythms, harmonies, and effects. When everyone leaves, the audio resets, ready for the next group to begin again.

The piece is built on TouchDesigner for real-time sound control and spatial mapping, with a Kinect v2 tracking each participant's X and Z coordinates. A crossfading matrix maps position to four speaker volumes — move closer to a corner, that speaker gets louder; move away, it fades. The result is the sensation that sound is physically tethered to your body.

Audio stems were drawn from deconstructed MIDI arrangements of retro video game music — Wii Sports, Super Smash Bros. Melee, Pokémon Gold/Silver, Super Mario 64, and Wild Arms — chosen for their modularity and nostalgic resonance. Each participant controls one layer: melody, bass, percussion, or ambient texture. The full composition only emerges through collective presence.

The conceptual frame is nostalgic augmentation — taking flat, screen-bound audio memories and redistributing them across bodies and space. Sound becomes something to be followed, felt, and navigated rather than passively received.

Collaborator: Assal Toudehfallah

Collaborators

  • Assal Toudehfallah