Your particles are the instrument.
Animate Physics already moves hundreds of particles per layer. Particle Sound listens to them: height picks the note, width sets the stereo position, speed sets how loud and how bright it gets. Three sections, one field, no keyframes and no timeline.
Particle synth · granular · resonate · all scale-locked, so it cannot play a wrong note
Hear it before you build it.
This is the shipped engine, not a recording. The particles below stand in for a physics layer, and every note, grain and echo is generated live in your browser. Press play, then drag across the field.
Count is how many notes sound at once. Spread is the gap in particle index between them, so each note rides its own particle.
In the editor you describe the sample and Wildfield generates it, or you upload your own. The demo renders these three locally so it can play offline.
A tuned resonant delay tapped off the choir. The particle centroid moves it: side to side picks the delay zone, up and down tunes the ring.
In the app this is your Animate Physics layer. Swap the force and the music changes with it.
Layer them, or run any one on its own.
Each section has its own on/off and its own volume, and all three read the same particles. Turn the synth off and run pure grains. Add the resonator and the whole layer rings.
Particle synth
A small pool of voices, each riding a specific particle. Pitch is locked to the scale you choose, so the layer is consonant by construction: ten voices and it still sounds arranged. Ten characters to pick from, celeste through to tuned noise.
11 scales · 10 voices · y to pitch, x to panGranular
Describe a sound, get a short sample back, then let the particles play it as grains. Height repitches it, width scrubs through it, speed sets the density. Spray loosens the read position when you want texture instead of tone.
Prompt or upload · grain size, density, sprayResonate
A cross-fed stereo delay with a tuned resonator in each loop: metallic, physical, closer to a struck object than an echo. The swarm centroid drives it, so the tail follows the choreography instead of sitting behind it.
70 to 520ms zones · feedback & dampingThe motion is
already the score.
Nothing is drawn on a timeline. The engine reads the live particle positions every frame and turns them into sound, so a change to the force field is a change to the music. Re-roll the physics and the piece is rewritten.
- Height to pitch - quantised across three octaves of your scale, so it lands on a note every time.
- Width to space - stereo position for the synth, sample read position for the grains, delay zone for the resonator.
- Speed to energy - faster particles are louder and brighter, with more vibrato and denser grains.
- Zones - park a parameter in one of eight corners of the frame and particles push it as they pass.
Four steps to a scored layer.
Sound lives on the layer, next to its physics, so it travels with the scene: duplicate it, link it, or reuse it in another format and the voice comes too.
1 · Animate the layer
Turn on Animate Physics for a vector layer. The engine sings the particles' motion, so a still layer stays silent.
2 · Open Sound
Pick the voice, the scale and how many notes ride the swarm, then audition it live while you tune the forces.
3 · Add grains
Describe the texture you want, generate it, and blend the grains against the choir at whatever level suits.
4 · Ring it out
Switch on Resonate, set the zones, and let the swarm's centre of gravity move the delay as the scene plays.
Explore the rest of Wildfield.
Motion & Animation
Force fields, particle formations and cloud-rendered MP4, all from one canvas.
See motion →AI Ad Generation
Describe the ad and get an on-brand scene back, imagery and copy included.
See AI →Brand at Scale
Set the design system once and every scene, format and generation inherits it.
See brand →Give your next ad a voice.
Particle synth, granular and resonate ship with every account. Animate a layer, switch Sound on, and listen.