



sorl
the soft murmur of many sounds blending into one
A living soundscape for storytellers
Pick a place: a tavern, an office, a ship drifting in the dark. Simply move one point, and the room answers while you keep telling the story.
No AI-generated audio. Rivers and railway platforms in northern Sweden, a fireplace, a box of plates waiting to be smashed, friends at the door pretending to be a horde. Recorded, edited and designed by hand, with a handful of credited community recordings filling the gaps.











At the table
Host a session and your players hear the same room, in sync, on their own devices. Map the dials to a MIDI controller, save scenes, jump between them with a key.
In the session
Streams, podcasts, radio drama. A VST3 version for your DAW is in testing now: the same places, with even finer dynamic control over every layer, automatable like any other plugin.
Somewhere else
If you have a room that needs to feel like somewhere else, I'm happy to talk about how Sorle could fit. Send me a message.
info@sorle.seEach one is built in four corners: still or frantic, threatening or joyful, and everything in between.
I've spent eighteen years composing music and designing sound for games. Sorle is the tool I kept wishing for: a place that sounds alive and follows the story, controlled with exceptional ease.
I record most of it myself, around northern Sweden and in my workshop, with a few friends who are happy to smash plates or stomp around on a porch at night. If something sounds wrong, or you need a place that doesn't exist yet, write to me. I read everything.
Foley and playtesting: Martin Gavelin, Oskar Selander, Jonas Nimrodsson, Anders Nyberg, Anton Teljebäck. Music and voice: Lyv, Samtar. Artwork: Sorkin, Irnyo. Logo, icon and interface: Dominic Falkensköld.
Free to start. Runs in your browser.


