During our visit to IRCAM Forum 2025, one of the most unexpected and inspiring presentations came from Kieran McAuliffe, who introduced us to a unique way of experiencing a video game — not just visually, but sonically. His project, Sonifying The Powder Toy, brought an old genre of games to life in a way that made both sound designers and game designers lean forward.
If you’ve never heard of it, The Powder Toy is part of a quirky, cult genre called “falling sand games.”

These are open-ended, sandbox-style simulations where players interact with hundreds of different particles — fire, water, electricity, explosives, gases, and even fictional materials — all rendered with surprising physical detail. It’s chaotic, visual, and highly addictive. But one thing it never had was sound.
Kieran, with his background as a composer, guitarist, and researcher, decided to change that. His project wasn’t just about adding booms and fizzles. He approached the challenge like a musical instrument designer: how can you play this game with your ears?
The problem was obvious. The game’s physics engine tracks up to 100,000 particles updating 60 times per second — trying to create sounds for every interaction would melt your CPU. So instead, Kieran developed a method of analytic sonification: instead of responding to every pixel, his system tracks the overall distribution of particles and generates sound textures accordingly.
That’s where it gets beautifully nerdy. He uses something called stochastic frequency-modulated granular synthesis. In simpler terms, think of it like matching grains of sand with grains of sound — short, tiny bursts of tones that collectively create textures. Each type of material in The Powder Toy — be it lava, fire, or metal — gets its own “grain stream,” with parameters like pitch, modulation, duration, and spatial position derived from the game’s internal data.
To make all of this work, Kieran built a custom Max/MSP external called LuaGran~. This clever little tool lets him embed Lua scripts directly inside Max, giving him the power to generate and manipulate thousands of grains per second. It allows for both tight control and high performance — a critical balance when your “instrument” is a particle system going haywire in real time.
Some mappings were linear — like more fire equals higher pitch — while others used neural networks or probabilistic logic to shape more complex sonic behaviors. It was a blend of art and science, intuition and math.
During the presentation, I had the chance to join Kieran live by downloading his forked version of The Powder Toy, which sends Open Sound Control (OSC) data to his Max patch. Within minutes, a room full of laptops was sonically simulating plasma storms and chemical reactions. It was fun, chaotic, and surprisingly musical.
One thing that stood out was how Kieran resisted the temptation to make the sound effects too “realistic.” Instead, he embraced abstraction. A massive explosion might not sound like a movie boom — it might produce a textured whoosh or a burst of granular noise. His goal was not to recreate reality, but to enhance the game’s emergent unpredictability with equally surprising sounds.
He described the system more like a musical instrument than a tool, and that’s how he uses it — for laptop ensemble pieces, sound installations, and live improvisation. Still, he hinted at the potential for this to evolve into a standalone app or even a browser-based instrument. The code is open source, and the LuaGran~ tool is already on his GitHub (though it still needs some polish before wider distribution).
As sound designers and creatives, this project reminds us that sound can emerge from the most unexpected places — and that play, chaos, and curiosity are powerful creative engines. The Powder Toy might look like a simple retro game, but under Kieran’s hands, it becomes a dense sonic playground, a platform for experimentation, and a surprisingly poetic meeting of code and composition.
If you’re curious, I encourage you to try it out, explore the sounds it makes, and maybe even mod it yourself. Because as Kieran showed us, sometimes the most interesting instruments are the ones hiding inside games.
Here you can find manual how to instal game and sonification:
https://tinyurl.com/powder-ircam
It’s more fun to do it with friends)