These processes created a sonic environment that is relatable, holding on to a certain level of reference, although foreign to day-to-day experience. From this point on, only the wet sounds were used and distributed in the multi-channel system. The sounds became more eventful with multiple variations in the properties – pitch, time structure and dynamics. These variations, distributed among the loudspeakers according to their interactions and differences in texture, provided the sounds with a feeling of causality. This process made the sounds closer to day-to-day experience, and therefore relatable, but without referring to the original dry source any longer. It created a base from which the unreal and unrelatable layer of the sounds could emerge. In the end, these changes and variations developed unpredictably in time, creating an unrealistic environment.