where every sound in Sweet Street is made
No animal, object or breeze in Sweet Street was recorded. Each is synthesised from models of throats, syrinxes, wood, water and weather; the gramophone records are the one exception, and are what they say they are. The Sounding Room has four doors, and each one below says what is behind it.
The voices of the birds, wild mammals, frogs, insects, fish and pets, six individuals behind every seal, arranged by where they live. The voice bench is through here as well.
The twenty things the game lets you tap: a crate, a saucer, a hand bell, the gate latch, the pond, the hearth, grouped by what they are made of.
This room is being furnished; for now it points you to the gramophone records, which already have a page of their own.
Fourteen measured beds of birdsong, wind and distance, room by room and hour by hour, the sky's thunder and hail, a sound builder for making a bed of your own, and a mixer that sets a garden's layers against a chosen hour, weather and season.
Under a board there may be a bench, where a sound is made while you wait: the voice bench for the animal voices and the object bench for the things the street lets you tap, and the sound builder for a bed of wind, rain or weather, made knob by knob.
And the sound effects sit in two of the game's own rooms at the street, struck — tap the hearth, the gate, the cushion, the flagstones.