Author Archives: Amy Pix

Spatial Sound // Designing Sound

I really enjoyed our session on spatial sound, as it was an interest of mine prior to starting the course and something I would like to explore in much further depth in the future – both through spatialising sound in theatre spaces, and designing site-specific spatial sound installations.

In theatre contexts, which I often work in, having an array of speakers means that you are essentially working spatially, and having speakers placed in certain places could make sounds appear as though they are coming from somewhere else in the space. In Qlab, when working with an array of speakers you will typically use the audio patching bay to plot each audio cue to the speakers which you want it to output to. You can also then use fade cues to move the sound to different speakers and around the 3D theatre space.

QLab for Our Public House, Shakespeare North Playhouse

Working with spatial sound in a DAW is quite similar, involving patching the outputs of audio channels to the numbered input which corresponds to the output of the desired speaker for that particular channel.

Spatial sound for headphones can be achieved by plugins like the Dear Reality plugins which they made freely available in April 2025. This plugin moves a stereo input around a virtual 3D space, manipulating the perceived distance from the listener in relation to the stereo output.

Beyond these technical processes, spatial sound can illuminate a sound design and bring it to life. By bringing it into the ‘real world’ the 3D space and beyond the ‘flat’ 2-dimensional world, the design is enhanced and becomes something much more animate and exciting.

We don’t necessarily need to always work spatially, however, and I think this is a trap that a lot of designers fall into – wanting to use ambisonic and binaural sound as an easy way to make their designs more interesting without thinking critically about whether it is really necessary to achieve the aims of the design, and whether there are other ways to add interest to their design.

In the world of spatial sound installations, I really enjoyed learning about Alice Boyd’s process of creating ‘The Sounds of King’s Cross’ in April 2025.

She really eloquently described her process of making a spatial sound installation, and described both the technical processes that went into it as well as the creative parts of gathering the field recordings – and the considerations that went into whether to capture the recordings with an ambisonic microphone or not, and how a sound with multiple channels would work on a d&b system.

She describes the final product having a feeling of “slightly heightened reality, where one minute you can be right next to a train and hear it screech past, then the sound of a bike or a pedestrian – and you move through these spaces almost like going through a dream.

This was the effect I wanted to create with my piece for headphones, a heightened reality where you experience uncanny sounds in contexts that feel dreamlike and surreal.
You can have a listen to an excerpt of how I used spatial sound in my piece here.

Controllerism // Designing Sound

Console automation came into use to automate changes to faders on mixing consoles. Since then, software like Ableton Live has integrated automation and controllers to keep changes in parameters that are performed during recording.

Controllerism allows a sound artist to remotely change a sound either during live performance or during the process of pre-production sound design.

Midi and OSC are key components of controllerism, and are what devices like a Midi keyboard or software like TouchOSC use to remotely control parameters during performance.

In artistic practice, controllerism is an interesting way to perform live. It could be used to make changes during live performance, to respond live to improvised dance/movement, or to play instruments within a DAW for sound design/composition.

Sound artist Esther Kehinde-Ajayi takes into consideration what it means to use or own a system. Controller mapping is a system, so what does it mean for us to use this system? It is interesting to consider as we exist with oppressive systems, and the liberatory potential for those of us who exist outside of normative forms within these systems to own our own systems is interesting to think about.

In Sonic Cyberfeminisms, the article ‘Don’t Touch My MIDI Cables’ addresses the “embodied, sensorial and live technological–human relationship that is recursively iterated through sonic and visual outputs based on what we argue are kinship relations between and through bodies and technology”

Networks of controllers and mapping technologies have an interesting image and connotation for a glitch feminist. To own a system, made up potentially of midi cables, or OSC, potentially a laptop or a DJ controller has not long been a space that those who were not cis white men could occupy. This speaks to a male-dominance within audio technology and related fields. In this context, ‘Don’t Touch My MIDI Cables’ becomes a refrain against mansplaining and misogyny in live audio spaces.

Controllerism can be understood as a system of ‘networked interdependencies’ (Kafer, 2019, p. 6) and taken beyond the literal into a system by which we understood how our bodies are also all part of systems, and what that means for us to consider as sound artists when we work with consoles and controllers.

Shortwave Collective | Radio as a feminist practice

Shortwave collective describe themselves as “an international feminist group using the radio spectrum as artistic material.” They teach people all over the world how to make their own low budget, no power radios called open-wave receivers.

The collective met at Soundcamp, an annual event at Stave Hill Ecological Park in London connecting sound and nature, and involving deep listening to that particular environment across a day and a night on International Dawn Chorus Day.

The group (invited by CRiSAP researcher Hannah Kemp-Welch) were interested in working with other women, within a male-dominated field of radio broadcasting. “Radio’s history is the extended expression of dominance. Military dominance, political dominance, commercial dominance and cultural dominance.” (Phantom Power, Hagood)

They write on their website:

Radio-making is always collective.
It involves doing, undoing, redoing, trial and error.
Experimentation and failure are integral to the process. 
Radio is everywhere, and we can listen to it broadly all at once, not just frequency by frequency. 
We can make radios that receive plural signals and resist the clear channel. 
Radio is nowhere, until it can be heard.
We can make radios that resist, and radios that do not receive or transmit signal, yet are not broken.
Radio is everywhere, it isn’t asking to be heard.
Radio waves are timeless, organic, physical. Radio waves travel through our bodies, they fill the universe.
The signals and messages that we perceive within radio are dependent on our position, the weather, a state of material being, and a state of mind. 
Our hands can be the antennas to the intangible electromagnetic waves.
Radio is relation.

I am really inspired by the Shortwave Collective’s thinking around radio as a practice, beyond radio as a “kind of stuff”. The practice of radio involves failure, experimentation and vulnerability. Open-wave receivers can tune into multiple radio waves at once, including non-human waves like lightning. It is more than a process of tuning into a single frequency of a commercial radio station, multiple broadcasts from a wide range of frequencies are received simultaneously.

References:
Hagood, Mack. (2022) Phantom Power:  Radio as Art and Activism: Feminist Radio, Community, and DIY Technology w/ Shortwave Collective [Podcast]. 2 October. Available at: https://www.mackhagood.com/podcast/shortwave/ (Accessed: 4 May 2026).

Shifting Soundscapes – reflection

Shifting Soundscapes is a radio piece created by Alice Boyd, tracing the sound recordings of legendary field recordist Martyn Stewart.

Alice followed in Martyn’s footsteps, going to the same locations that Martyn recorded in 50 years ago to see how the sounds of these environments have changed over the last 50 years. We hear in these soundscapes how our soundscapes of change as a result of social activity. We hear a marked difference in the volume and diversity of birdsong, traffic and human activity.

“Sound is a barometer for the health of the planet” – Martyn Stewart

Alice’s project is a testament to listening and audio as a way to ground ourselves in the natural world which we call home.

The radio becomes a space within itself, within which we have a moment of pause to consider our relationship to sound, the natural world, and creates a moment of pause, calm and reflection. It helps us to slow down, pause, and reflect.

It is a reflection on the unique nature of sound to help us “time travel”, to immediately bring us into relation with our environments and reflect on how they are changing.

You can see an insight into Alice’s process here:


Alice brings a sense of hope, by telling real stories of successful conservation efforts to bring back species of birds, like the Bittern, which has been brought back from the brink of extinction over the past 30 years.

She reflects on how she hopes there are more stories like the Bittern, but that she can see things going in another direction. Nature is a place of joy, and is what sustains us. If we allow our current patterns to continue, we will continue to destroy our only home. In another 50 years, what will we hear? The thought is urgent, and reminds us that we can’t continue along our current path.

It served as inspiration for what I wanted to do with this radio art project, telling real stories about the environment (rivers, more specifically in the case of my project) and using sound to reflect on how we have listened to them, how we are listening to them and how we can listen to them better in the future.

References:

Shifting Soundscapes (2024) BBC Radio 4, 7 July, 19:15. Available at: https://www.bbc.co.uk/sounds/play/m0020xm2 (Accessed: 23 April 2026).

Venturing into Space | Salomé Voegelin

Our session with Salomé involved first thinking about our world as having a sonic design, and then looking at how we can think about the sound environments we design as spaces themselves.

Elison and I went to the Imperial War Museum in Elephant and Castle to record our sonic environment. We recorded lots of material and then came back and composed them into a 3 minute audio of the room.

As I was walking around the museum I was thinking about the sound these objects once contained: the death and destruction they once incurred. And, the difference between the violence then and the silence now – how have we removed the sound so completely from these objects which are so far from silent?
Recording a silent room here, then, feels impossible. Not only because of the human activity, the footsteps and chatter, but because those sounds are still happening, and can’t be removed by freezing an object in time in a colonial museum – where we see but don’t hear these weapons of destruction.

Composing a soundscape of a room containing only the sound of people in the museum, the echoes through its huge atrium, footsteps and voices became a prompt to think about how this space wasn’t really silent. Through listening to that silence and listening to that particular space, we discover echoes of things that aren’t included – and are therefore present by omission within a critical decolonial listening practice.

Hearing footsteps and voices echo around the cavernous space of a building likely built on colonialism prompted me consider what went into building a space like this. Through listening, we get to grips with the kind of space we are in and what it means to be there and to benefit from it.

Have a listen to an extract of the composed recording here:

Granular Synthesis // Designing Sound

Granular Synthesis involves splitting audio into small slices or ‘grains’ of sound, and resynthesizing them to create a new sound. It is great for achieving glitchy, detailed, textured and abstracted sounds.

“Grains can be derived from an audio sample, or extracted in real time from a track in your DAW or an incoming live audio signal. As such, granular tools often fall into two broad categories: synths, which are playable via MIDI, and processors that are essentially effects for your DAW, guitar pedalboard or Eurorack case.” (Sound on Sound)

“At high Densities dozens or hundreds of copies begin to overlap and the sound becomes smooth, blurred, and smeared. This, for many, is pretty much the main draw of granular synthesis: a source of rich, complex, somehow timeless textures that are well suited to textural backdrops, atmospheres and slow, playable pads.” (Sound on Sound)

In the piece, ‘Riverrun’, Barry Truax uses a granular synth to create an interesting, fluid and evolving piece of ambient music. I really like this piece, and the way it creates a sense of seeming randomness while evolving compellingly over its duration. I really like how the sounds morph and change, creating different experiences for the listener.

I love how it makes reference to the ever-changing sounds of rivers, simulating this through granular sound. This is something Annea Lockwood was interested in with her river recordings, and it’s interesting to see a parallel in something much more electronic. In these early days, Barry had to make his own software (called the GSX) – manually inputting numbered data into the instrument to change the frequency and playback speed. It created loads of chunks of sound (grains) usually from sine waves, combining them together to create very rich sounds.

I love this explanation of granular synthesis, with an interview from Barry Truax himself.

Another helpful resource is the granular synthesis article on Sound on Sound, found here: https://www.soundonsound.com/techniques/granular-synthesis-practical-introduction


How could I use this myself?

I really love the soft, dreamy and ethereal sounds that granular synthesis is able to create and would love to use it more in my folk music practice. It would be good for creating any sort of texture which is slightly otherworldy, for example in an otherworldly sound design for a theatre or radio show. In my ambient music practice, too, I am inspired by Barry Truax’s work and would love to creating experimental and evolving sounds which are floaty and almost cloud-like.

Designing Sound: Sampling

On a show I worked on as sound designer in 2024, I Joan by Charlie Josephine (with a full student cast restaging), I sampled ‘365’ by Charli XCX, as well as other camp/fun queer pop songs for transition music and underscore. You can have a listen to an excerpt of how I did this above.

As a sound designer, I think that sampling pre-existing or popular music can be really useful. It can create a sense of recognisability to the audience to use a piece of music which they might have already heard elsewhere.

Often, a director or collaborator will have specific song choices in mind. As a sound designer, sometimes part of how you approach a script and collaboration with a director is about how you will work with this pre-existing material. For example, sampling parts of a pre-existing song but redesigning it or remixing it in a creative way is a creative sound design choice that can enhance your designs.

Also, you can stretch a sample a long way – with audio effects, pitch shifting, slicing, looping and filtering.

A lot of this possibility is contained within Ableton’s Simpler, a very powerful sound design tool.

Similarly, Logic’s Sample Alchemy can stretch a sound very far, and is powerful for creating a wide range of sounds.

Glitch is remix

“Queer people, people of color, and female-identifying people have an enduring and historical relationship to the notion of “remix.” To remix is to rearrange, to add to, an original recording. The spirit of remixing is about finding ways to innovate with what’s been given, creating something new from something already there.” _ Glitch Feminism_ Legacy Russell_

Through the chapter of Legacy Russell’s book ‘Glitch Feminism’ called ‘Glitch is Remix’, we can understand the remix as an emancipatory tool. “If we see culture, society, and, by extension, gender as material to remix, we can acknowledge these things as “original recordings” that were not created to liberate us. Still, they are materials that can be reclaimed, rearranged, repurposed, and rebirthed toward an emancipatory enterprise,
creating new “records” through radical action. Remixing is an act of self- determination; it is a technology of survival.”

Russell is talking about a political remixing, but this is something I find showing up in my sound practice as a trans woman, as a glitch feminist. I want to take these ideas and apply them to my sonic practice, remixing the world into new emancipatory possibilities.

Sound Design, atmos, ambience / Sonic narrative pt. 2

When designing sound in theatre, radio, film – atmos and ambience is the core part of the sonic world we create. Whether naturalistic (realistic) or stylised (abstract and heightened), the design choices that go into creating the atmos of a scene help determine its mood and story.

In the example I put together which you can have a listen to above, I complimented the dialogue from Macbeth with the sound of wind (atmosphere), bells (stylistic), and music/drone textures (stylistic/ambience). It contributes to the feeling of the scene, but is less like a score and more like a sonic bed, or a room in which the text can happen. If I wanted it to be more naturalistic, I could include more naturalistic sound effects.

This is my style of sound design, which is somewhere between sound and music and is not naturalistic and is more abstract, helping to place us in the psychological world of the characters or feel what the pulse/heart of the story is. I like to find what the heart of the story is, and weave that through everything the audience hears.

Sarah Angliss talked in her CRiSAP Guest Lecture about how in a sound design that she did for ‘The Hairy Ape’ she took the sounds of gorillas, and turned them into the sounds of boat engines, to subconsciously add a layer of storytelling and a sense of foreboding. This was something I really resonated with. Sound can add so many subconscious and psychological layers of nuance and depth to a story, and Sarah’s example perfectly chimed with my own philosophies as a sound designer. She is not just communicating the space of the boat with naturalistic sound effects, but using a dramaturgical idea to drive this forward and tie it in with a design language.

In this particular example, the audience’s ears are trained to associate the atmosphere of the boat with the sounds of the gorillas, tuning the audience’s ears to a particular design language. It means that we hear the atmosphere of the boat, but feel something different – affecting our sensory experience across a variety of modalities: creating a sense of anticipation and telling its own story.

Designing Sound: Subtractive Synthesis, FM Synthesis, Additive Synthesis

Subtractive synthesis.

A piece of music made using subtractive synthesis techniques!

Subtractive synthesis involves taking away frequencies from a ‘complex’ wave (like a saw or square wave) through filtering to create our musical sound.

The piece which you can have a listen to above was made on a Korg Minologue, using the Minologue’s sequencer with a patch that I designed, as well as modulating aspects of the sound throughout like pitch and noise.

FM Synthesis

FM (frequency modulation) synthesis is a process in which a signal (called a carrier) is affected by several modulators. Unlike subtractive synthesis, in FM synthesis we typically start with a ‘simple’ waveform (sine wave) and shape it with various modulators.

I like how with this piece/remix I was able to use sine waves to create sounds that were more noisy and abrasive. This really did show me the power of FM synthesis, starting form a simple waveform which can be turned into so many complex and interesting sounds which are very different to the original sine wave.

Additive Synthesis

A piece of music made using additive synthesis techniques!

Additive synthesis is a process more similar to FM synthesis, but it involves adding sine waves together at different frequencies to create harmonically rich sounds.

I made this piece using the ARP Odyssey as a starting point, as well as using the Korg Minilogue for the melody and the intro you hear at the start.

I made a patch which sounded like birdsong with the Odyssey. I messed around with this patch by turning knobs almost at random to control the modulation, frequency width etc.


Making these three sound sketches, which sound so different from one another even though they all start from an oscillator, showed me how powerful all these different forms of synthesis can be.

Sonic Narrative: sound as storytelling

How can sound be used to not just support story, but to tell story itself?

We often think of sound design for theatre and film as simply underscoring and complimenting what is happening on stage or screen, but I think its much more interesting to think about how sound could be telling its own story alongside the primary text perhaps juxtaposing, expanding or adding new meaning or emotion to existing elements of the story.

Ophelia Deroy also talks about cross-modal correspondences. When sitting in a theatre, or watching a film – sound can tap into an audience’s perception across a number of sensory experiences.

“Research shows how sound design taps into our deep, natural communicative instincts. The sound of an object tells us what it is and imbues it with meaning and emotion” Sarah Angliss. “Sound effects in theatre or films… are not just mere sounds… they contribute meaning” Ophelia Deroy (Knock Knock)

Deroy’s research and expertise speaks to how sound design imbues object with meaning and emotion, and how sound can shift, add layers to and make more complex an action, object or emotion on stage, screen or within the acousmatic dimension.

For example, a telephone ring could be designed to be high pitched, fast and alarming, creating a sense of tension, pace and anticipation; as opposed to a low-pitched, dulcet and slow ringing which would create a more relaxed feeling. This is the same object and event, but the sound attributes a different meaning, feeling and sensory experience. We would be signalled to expect a different message on the phone. The audience would also likely physically have an increased or decreased heart rate depending on which sound was chosen.

This shows how much sound influences our perception of storytelling, and is storytelling within itself.


Sound is often also deprioritised, the aural dimension being the last thing people often think of when approaching visual forms of storytelling. I would argue that even in the world of radio, audio drama and podcasts – people pay more attention to the indicative content of the script, interview or dialogue than the qualities of the sound itself.

Sound can also sometimes abstract time in interesting ways. Since storytelling is very time-based, and sound exists quite differently in time, sound for stage can add a different temporal element to storytelling. It does this in ways that other design elements can’t. It stretches across time and can even potentially disrupt colonial stories which exist on the basis of colonial time.


In conclusion, I think people often take for granted how much sound influences our perception of actions and events, but sound imbues the world and the worlds we create with so many different meanings, feelings and stories. We would all be remiss to not start really listening, and to consider sound more seriously.