← Return to Our Work Channel 02B / Audio Work

Discipline 02 / Selected work / Sound on when invited

Audio Work

Sound with a job to do. Interface feedback, foley, atmosphere, narrative score, voice performance, strange radio, music systems, and tools for changing what recorded sound can become.

The sound desk at B&E is operated by composer, producer, sound designer, performer, and creative developer Azakaela Erin Redfire. Buttons, monsters, weather systems, and radios report here.

37
releases currently catalogued on Bandcamp
36
tracks in one original high-fantasy rock opera
90+
radio skits created in the Tawky transmission archive
ways to make a button sound emotionally consequential

01 / Narrative scoreComposition / Voice / Sound design

Dracula:
desire with teeth.

A scoring and performance study for an original Dracula audio drama written by Amanda Barringer. The music treats Dracula as a conquering immortal who has already won—and is desperate to feel color return.

A central leitmotif in D harmonic minor moves through brooding, hunger, and reprisal. Harpsichord, organ, guitar, bass, cinematic percussion, bells, and strings carry its identity through every change in posture.

  • Leitmotif development
  • Narrative scoring
  • Voice performance
  • Sound design + editing

Cue sheet / Select to load

02 / UI + foleyRecorded source / Editorial shaping / Interaction

A desk becomes
an instrument.

Cards, keys, a mouse, a lighter, and the surface beneath them—recorded as physical material, then cut into a compact interface vocabulary. Click the library. Each sound is intentionally short, distinct, and ready to carry an action.

Cards / Motion

Keys / Rhythm

Objects / Contact

03 / AtmosphereWeather / Texture / Dynamic range

Weather with
physical weight.

A compact weather study built from thunder, rain, and the resonance of a tin roof. The long bed establishes a continuous place; the isolated moments preserve the violence and personality inside it.

Atmosphere sets scale, distance, material, danger, and the amount of silence a scene can survive.

Field monitor / Please respect Thor

04 / Original musical worldsComposition / Production / Direction

Music that knows
where it lives.

Artifact / The Dream of Luna

A 36-track high-fantasy rock opera.

Written, composed, produced, and mixed by Azakaela, with an ensemble cast, original lore, theatrical direction, and mastering by Phil Zeo. The project treats songs, spoken scenes, recurring musical ideas, and worldbuilding as one continuous dramatic system.

  • Writing + composition
  • Cast direction
  • Production + mixing
  • Musical storytelling
Open the full rock opera ↗
External player loads when requested.

CasinoWave / Original genre + sound system

The bonus round becomes a genre.

CasinoWave combines retro synthwave, arcade reward language, cheap glamour, pulse waves, and casino spectacle. The work expanded from an album into a reusable production system: 32 Sylenth1 presets, a SoundFont, sampler-ready sounds, and a curated effects library.

Premiere selections / Pull the lever

05 / Voice + radioPerformance / Timing / Production

The radio can be
voiced by anyone.

Tawky’s Radio Show is a performance and production format built around a talking radio, rotating voices, and short transmissions that can become absurd, sincere, commercial, ominous, or all four. These are three selections from a run of more than 90 skits.

Transmission 01

Opinion Serum

Transmission 02

Judge Tentaclonious

Transmission 03

Worky Work Work Corp

06 / Audio systemsDSP / Tools / Dynamic implementation

The sound and
the machine carrying it.

01 / Web audio DSP

Lost Audio Engine

A browser-based instrument for cassette, television, camcorder, cartridge, CD, comms, and other forms of imperfect recorded memory.

Open the instrument →
02 / Composition tool

Beat Magic

A loop-based music maker with real-time arrangement, mix controls, effects, tempo changes, randomization, and WAV export.

Open Beat Magic ↗
03 / Game audio

Dynamic soundtracks

Adaptive musical systems, fictional-game scores, loops, stingers, UI packs, and implementation shaped around play, pacing, and player action.

Browse game-audio work ↗
04 / Instrument building

VSTs + audio tools

Custom instruments and processing tools developed where composition, interface design, and audio DSP overlap.

Visit B&E tools →

The archive is much larger than this page

Thirty-seven releases—and the game-music shelf keeps going.

The wider archive holds albums, soundtracks, dynamic game scores, ambience packs, UI sounds, free music libraries, experiments, and music licensed for other people to build with.

Available for the right strange thing

What should your project sound like before anyone sees it?

Bring the scene, interface, story, raw recording, impossible reference, or half-formed sound in your head. We’ll figure out what job the audio needs to do.

Start an audio consultation ↗