The Murmurator is built around a three-dimensional bird flocking simulation consisting of a set of agents under constraints that result in naturalistic emergent behavior. Each agent corresponds to a stream in a granular synthesizer that makes use of a probabilistically-controlled corpus of audio files chosen by the user. The spatialization of each grain stream is controlled in ambisonic space by the corresponding agent’s location. The grain streams are further processed using delay, filtering, and distortion, the parameters of which are influenced by the spatial characteristics of the agents corresponding to each grain stream.