Sound Design and Playback Behavior
Sea Sampler analyzes and automaps the samples you drop into it, creating an object for each one. You can move objects by dragging their centers, resize them by dragging their edges, or remove them by shrinking them to a very small size.
The speed of each fish depends on how hard you play the key, and faster fish play their samples louder. This links keyboard dynamics to the density and volume of the texture, so performance and playing style shape the output.
You can also change how objects sound by altering their pitch, applying filters, sending them to different reverbs, or shaping them with envelopes.






