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Description

Planetary Dispersion is a real-time planetary auralisation and procedural sound-design system for Unreal Engine. It provides an interactive way to explore how sound might behave across planetary, lunar, exoplanetary, reference and speculative atmospheric conditions.

Built with MetaSounds and Blueprints, the system combines simplified atmospheric calculations with custom nine-band absorption, filtering and temporal-dispersion processing. Users can compare planetary models, create gas mixtures, process built-in or imported sounds, use live microphone input, record the output and operate multiple atmospheric zones simultaneously.

It is designed for sound designers, composers, game-audio practitioners, educators, researchers and developers.

Video Walkthrough

Watch the Planetary Dispersion Video Walkthrough

The walkthrough demonstrates the planetary models, audio processing, environmental controls, recording and batch processing.

Key Features
  • 46 planetary, lunar, dwarf-planet, exoplanetary and reference models

  • Ten configurable atmospheric gas species

  • Simplified ideal-gas property calculations

  • Custom nine-band spectral and temporal processing

  • Speed-of-sound and propagation-delay modelling

  • Air, water, regolith and ice propagation modes

  • Built-in sounds, user WAV import and live microphone input

  • Atmospheric tuning and optional voice formant colour

  • Wind, seismic activity, environmental reverberation and Flux modulation

  • Master WAV recording and batch rendering

  • TXT, CSV and JSON report export

  • JSON configuration import and restoration

  • Multiple Atmosphere Zones with independent Sound Rigs

  • Customisable Blueprint and MetaSound architecture

  • Interactive interface with technical readouts

Planetary and Atmospheric Models

The 46 supplied models include terrestrial planets, gas and ice giants, moons, dwarf planets, exoplanets and controlled reference atmospheres. Selected environments include Earth, Mars, Venus, the outer planets, major moons, dwarf planets, WASP-121 b, WASP-39 b, 55 Cancri e, GJ 1214 b, K2-18 b, LHS 1140 b, TRAPPIST-1 models and pure-gas references.

Solar System models draw upon published information where available. Other models may represent published constraints or physically plausible scenarios rather than definitive atmospheric measurements.

Gas-Composition System

The Gas Composition interface controls carbon dioxide, nitrogen, methane, oxygen, argon, hydrogen, helium, water vapour, ammonia and sulfur dioxide. Users can select a supplied composition or construct a custom mixture. The application normalises the gas fractions and calculates mean molar mass, mixture heat capacity, heat-capacity ratio, speed of sound, density and characteristic acoustic impedance using a simplified ideal-gas model. These properties inform the custom brightness, absorption, filtering and temporal mappings.

Nine-Band Processing

Planetary Dispersion divides audio into nine frequency regions. Each region can receive independent filtering, absorption, amplitude treatment and temporal offset.

Processing includes per-band filtering, distance-dependent loss, propagation delay, temporal separation, amplitude contrast, interpolated transitions, dry/wet control and bypass.

Audio Sources, Tuning and Recording

Built-in sounds include noise, sine tones, percussion, piano, strings, brass, woodwind, vocal and environmental material. Users can import a WAV file, process live microphone input, monitor the signal and record the final processed output.

Atmospheric Tuning applies a pitch shift derived from the selected speed of sound. It is intended for voice and air-column instruments and maintains the original playback duration.

Voice Formant Colour moves formant-like resonances using a biquad-filter bank without intentionally transposing the source. Both features are creative approximations.

Environmental Controls

The custom widget provides real-time control over:

  • Medium, distance, pressure, temperature, humidity and altitude

  • Speed of sound, atmosphere intensity, absorption and filtering

  • Temporal offset, amplitude contrast and transition time

  • Wind, seismic activity, reverberation and Dynamic Flux

  • Dry/wet balance and bypass

The interface displays distance, sound speed, propagation delay and atmospheric-loss information.

Multiple Atmosphere Zones

Multiple planetary environments can operate simultaneously within one level.

Each Atmosphere Zone can be assigned to a placed Planetary Sound Rig. Assets are reused, while each rig creates an independent audio instance with its own source, model and parameters.

This allows two or more sounds to be processed through different planetary models and heard together within the same virtual environment.

MetaSounds and Blueprints

The project uses a modular MetaSound Source and Patch architecture supported by Blueprint control logic. Blueprints manage calculations, controls, Atmosphere Zones, Sound Rig assignment, recording, playback, batch processing and configuration exchange. The included project can be inspected, modified or extended for sound design, game audio, teaching and creative research.

Import, Export and Batch Processing

Complete configurations can be exported as JSON and restored later, including model, gas, environmental and effect settings. TXT, CSV and JSON reports document settings, calculated gas properties, processing values and available loudness measurements.

Batch processing allows multiple sound and planetary-model combinations to be rendered sequentially for comparison, evaluation or creative use.

Technical Information

  • Product type: Unreal Engine Complete Project

  • Engine: Developed and tested in Unreal Engine 5.7.2-5.8.2

  • Primary systems: Blueprints and MetaSounds

  • Planetary and reference models: 46

  • Configurable gas species: 10

  • Frequency-processing regions: 9

  • Input: Built-in sounds, live microphone and imported WAV

  • Output: Playback, WAV recording, batch rendering and reports

  • External audio middleware: Not required

  • Use: Sound design, game audio, composition, education and research

Live microphone input requires a compatible input device and operating-system microphone permission.

Model Scope

Planetary Dispersion is a creative, physically informed sound-design system rather than a mission-grade scientific simulator. Gas properties are estimated using a simplified ideal-gas model. The nine-band absorption, brightness, filtering and temporal-dispersion behaviours include custom mappings designed for comparative listening and creative use.

It does not completely model turbulence, complex chemistry, fluid dynamics, terrain diffraction or validated propagation for every world.

AI Usage Disclosure

Generative AI tools assisted with limited decorative visuals, technical troubleshooting, editing and documentation. The acoustic calculations, parameter mappings, programming, MetaSounds, Blueprints, audio content, system design, testing and creative decisions were developed and implemented by the author. All AI-assisted material was reviewed and verified by the author.

Additional Information

Technical documentation, research references, teaching resources and standalone versions are available at:

danielportelli.com.au/planetarydispersion

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