Listening as a Spatial Practice: Sound and the Affective Architecture of Exhibitions
Abstract
This article examines listening as a spatial practice, shaping the emotional atmosphere of modern exhibitions. It focuses on generative sound environments, which act not merely as background elements but as active agents influencing visitors' movement, attention, and emotional responses. Sound is seen as a procedural and atmospheric force, creating spatial tonalities and guiding body orientation. Generative audio systems are analyzed as dynamic tools, forming adaptive acoustic fields that respond to both audience behavior and architectural nuances. The case study reveals that these systems enhance curatorial possibilities, transforming exhibition spaces into dynamic, interactive, and multi-layered environments. The article underscores the importance of considering sound as a crucial element of set design. It can evoke emotions, direct attention, and create conditions for deep, embodied engagement in the museum experience.
Downloads
References
Böhme, G. (2017). Atmospheric architectures: The aesthetics of felt spaces. Bloomsbury Academic.
Bull, M. (2000). Sounding out the city: Personal stereos and the management of everyday life. Berg.
Bull, M. (2013). Sound studies: Critical concepts in media and cultural studies (Vol. 1–4). Routledge.
Candlin, F. (2010). Art, museums and touch. Manchester University Press.
Classen, C. (2017). The museum of the senses: Experiencing art and collections. Bloomsbury Academic.
Dunn, D. (1996). Music, Language and Environment: Environmental Sound Works 1973–1985. Innova.
Eigenfeldt, A., & Pasquier, P. (2011). Negotiated content: Generative soundscape composition by autonomous musical agents in Coming Together: Freesound. International Conference on Innovative Computing and Cloud Computing.
Feld, S. (1982). Sound and Sentiment: Birds, Weeping, Poetics, and Song in Kaluli Expression. Philadelphia, PA: University of Pennsylvania Press.
Finney, N., & Janer, J. (2009). Autonomous generation of soundscapes using unstructured sound databases.
Fournel, N. F. (2017). Procedural Audio for Video Games: Are we there yet? [Presentation]. GDC Vault. https://www.gdcvault.com/play/1012645/Procedural-Audio-for-Video-Games
Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.
Griffero, T. (2019). Atmospheric hermeneutics. Palgrave Macmillan.
Howes, D., & Classen, C. (2014). Ways of sensing: Understanding the senses in society. Routledge.
Ingold, T. (2000). The perception of the environment: Essays on livelihood, dwelling and skill. Routledge.
Kendrick, L. (2017). Theatre Aurality. Houndmills, Basingstoke: Palgrave Macmillan.
LaBelle, B. (2010). Acoustic territories: Sound culture and everyday life. Continuum.
LaBelle, B. (2025). Poetics of Listening. London: Bloomsbury.
LaBelle, B. (2018). Sonic agency: Sound and emergent forms of resistance. Goldsmiths Press.
LaBelle, B. (2021). Acoustic justice: Listening, responsibility, and the ecological crisis. Bloomsbury Academic.
Levent, N., & Pascual-Leone, A. (2018). The multisensory museum: Cross-disciplinary perspectives on touch, sound, smell, memory, and space. Rowman & Littlefield.
McCurdy, N. (2010). Designing generative sound in Csound. MIT Press.
Misra, A., & Cook, P. R. (2009). Toward synthesized environments: A survey of analysis and synthesis methods for sound designers and composers. International Conference on Mathematics and Computing.
Radosavljević, D. (2022). Aural/Oral Dramaturgies: Theatre in the Digital Age. London: Routledge.
Parry, R. (2020). Museums in the digital age: Changing meanings of place, community, and culture. Routledge.
Pink, S. (2015). Doing sensory ethnography (2nd ed.). SAGE.
Rogozinsky, G. G., Cherny, E., & Osipenko, I. (2016). Making mainstream synthesizers with Csound. arXiv preprint, arXiv:1610.04922.
Schafer, R. M. (1977). The Soundscape: Our Sonic Environment and the Tuning of the World. New York: Knopf.
Schulze, H. (2018). The sonic persona: An anthropology of sound. Bloomsbury Academic.
Schwartz, D. (2011). State of the art in sound texture synthesis. In Proceedings of the 14th International Conference on Digital Audio Effects (DAFx-11), Paris, France, September 19–23, 2011.
Serafin, S., & Serafin, G. (2004). Sound design to enhance presence in photorealistic virtual reality. In Proceedings of ICAD 2004 – Tenth Meeting of the International Conference on Auditory Display, Sydney, Australia, July 6–9, 2004.
Southworth, M. (1969). The sonic environment of cities. Environment and Behavior, 1(1), 49–70.
Stewart, K. (2007). Ordinary affects. Duke University Press.
Thibaud, J.-P. (2021). The sensory fabric of urban ambiances. Routledge.
Truax, B. (2001). Acoustic Communication (2nd ed.). Norwood, NJ: Ablex.
Voegelin, S. (2010). Listening to noise and silence: Towards a philosophy of sound art. Continuum.
Voegelin, S. (2019). The political materiality of sound. Bloomsbury Academic.
Witcomb, A. (2015). Toward a pedagogy of feeling: Understanding how museums create a space for cross-cultural encounters. In A. Witcomb & K. Message (Eds.), The international handbooks of museum studies: Museum theory (pp. 321–344). Wiley-Blackwell.
Yi, I. (2014). The Csound book: Perspectives in software synthesis, sound design, signal processing, and programming. MIT Press.
Copyright (c) 2026 HSE University

This work is licensed under a Creative Commons Attribution 4.0 International License.