Your particles are the instrument.
Animate Physics already moves hundreds of particles per layer. Particle Sound listens to them: each particle keeps its own whoosh shape, width sets the stereo position, speed opens the filter. Pitch is a tint. Three sections, one field, no keyframes and no timeline.
Particle synth · granular · resonate · filters over the gesture, pitch as a tint
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 the size of the voice pool and Spread is the gap in particle index between them, so each whoosh rides its own particle. Chaos decides how many of those voices sound at any moment: at 0 they all drone, and as it rises they trigger on movement, rest, and hand the active slots round.
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 synth. 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 with its own filter shape. Speed opens a whoosh; height and scale tint the pitch a little, instead of playing a choir. Ten characters, Noise/whoosh by default.
11 scales as a tint · 10 voices · 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 tint - a few semitones either way, so the whoosh leans sharper toward the top without becoming a scale instrument.
- 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, how many particles ride the swarm, and a scale for a subtle tint, 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 synth 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.
The full guide, feature by feature.
Every control explained, with ideas and worked examples. See every guide.
Sound design
Sound that follows the motion: voices ride the particles, beats set the cuts.
Read the guide →Particles
Turn any shape into a particle field, then lay it out and set it moving.
Read the guide →Keyframes, Hold and Finish
Each layer holds a pose per scene; keyframes decide when it lands and how.
Read the guide →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.