The composition of the sound environment for the Son-O-House

 

Edwin van der Heide

 

2004

 

 

 

General

 

The Son-O-House's generative and reactive sound environment is developed by the composer and media artist Edwin van der Heide. The aim of the sound environment is to create a permanent interaction between the sound, the architecture and the visitors. The sound intents to influence and interfere with the perception and the movements of the visitors. The presence, activity and the approximate location of the visitors is  being detected by sensors placed in the building. This information is continuously analyzed and quantified. The output of the analysis is used to control the nature of the sound and therefore challenges the visitors to re-interpret their relationship with the environment. The result is a complex feedback system in which the visitor becomes a participant.

 

 

The Sound Environment

 

The Son-O-House is equipped with 20 speakers. They can be be used with two different approaches. First of all they can all be used individually. The sounds will be clearly perceived from the direction of the corresponding speaker. With the second approach the 20 speakers are divided in five overlapping 'sound fields'. Each field consists of 4 individual speakers. The sounds produced by the speakers are designed in such a way that they interfere with each other in the space. Therefore the sounds are not perceived from the location of the individual speakers but surround the visitors in the space. The interferences of the sounds produced by the speakers in one field can either be static or dynamic resulting in movement in the space.

All of the sound is synthesised in real-time.

 

 

Composition

 

The sound environment of the Son-O-House is not a musical composition in the traditional sense. The goal is to have a continuous developing environment that challenges the visitors to come back, perceive the new musical state and then relate and interact themselves with it again.

For the opening of the building the sound environment doesn't contain any prepared sounds. The system consists of rules and conditions that produce parameters of the sounds. The system is therefore generating it's own sounds in real-time. The sound fields transform within themselves depending on the activity of the visitors inside of the field. On a higher level of composition the sounds fields can be swapped with each other in space and time.

The effect of a current sound can be measured by using the sensor input and  analyze the relation of one location to another location. The results are stored in a growing data base. Previously generated sounds can be re-used in the future in new combinations.

 

 

Sensors

 

Twenty three sensors are spread over the building. They are meant to detect the movements of the visitors from one location to another location. The sensors are not doing a very precise position sensing but are meant to generate statistical information about the visitors. The result in a measurement that creates distribution maps of the activity of the visitors over the building. This information is used to influence the sound. The more activity on one location the faster the sounds transform in that region. On the other hand the system will try to attract the visitors to visit the opposite locations or 'push' them away from the current location.

 

The visitors leave their traces in the building because of there interaction with the architecture and the sound. The nature of the sound is based on interference. The sound environment as a whole attempts to interfere with the architecture.