1. The test
SensorSynthFM is not trying to prove a market. It is trying to test whether FM synthesis becomes more playable when a few mapped sensors, touch actions, and visual cues replace a dense editor as the performance surface.
The research is useful because it narrows the build question. It is not a launch argument. App listings, academic papers, product pages, forum threads, and trade coverage can show adjacent products and design constraints. They cannot prove that musicians want this exact instrument.
FM, touch expression, host workflows, and mapping literature all point to a credible design space.
No source here validates demand, product-market fit, accessibility outcomes, or finished prototype quality.
The first demo should answer one interaction question clearly before adding product breadth.
SensorSynthFM is best explained as a test of whether FM synthesis becomes more playable when sensors, touch, and visual feedback replace a dense parameter editor as the main performance surface. The instrument should not ask a performer to manage a routing spreadsheet while trying to play.
The strongest version of the project is not simply "FM on iPad." That already exists in several forms. The stronger question is whether the iPad can make FM feel more physical: tilt changes timbre, proximity or light shifts modulation, touch gives intent, and the screen explains what changed before the sound feels arbitrary.
SensorSynthFM is not trying to prove a market. It is trying to test whether FM synthesis becomes more playable when a few mapped sensors, touch actions, and visual cues replace a dense editor as the performance surface.
The research found capable iPad FM apps, capable expressive instruments, and capable hosts. It did not find a shipping iPad instrument whose main idea is sensor-driven FM performance.
FM gives the project a sharp sound identity, but it also creates the interface problem. A small demo should not dump the operator matrix onto the performer.
GeoShred, Animoog Z, Orphion, and MPE practice show that iPad performance can be serious. SensorSynthFM should borrow that seriousness without pretending it already matches those instruments.
A future product has to fit AUv3, looping, host recall, and tempo-sync realities. The thesis demo should still keep sequencing secondary until the sensor-to-FM relationship works.
The sensor layer is the reason for the project to exist on iPad. It has to feel bounded and readable, not like random environmental noise wearing a musical name.
The screen has to show which sensor is active, what it is changing, and how strongly it is changing it. If the mapping cannot be explained fast, it should be cut for the demo.
The best version is deep enough to reward practice and simple enough that the first cause-and-effect relationship is obvious.
The immediate target is not a bigger synth. It is a smaller, clearer proof: sensor input changes FM timbre, the screen explains the change, and the result survives a short musical demo.
The private research corpus is larger than this public list. Some material is prototype notes, private documents, implementation notes, and working documentation. The links below are the public trail: enough to let a reader walk the same argument without exposing private project records.
App Store listings and product pages can change, so this page treats them as current evidence to recheck before publication, not permanent facts.
These sources define the sound-engine side of the research: what FM is, where the DX lineage matters, and which iPad products already cover adjacent ground.
These sources keep the iPad surface from being treated as a mouse replacement. The serious precedent is playable touch, not better parameter editing.
This cluster gives SensorSynthFM its design spine: the mapping is part of the instrument, and more inputs only help if the relationship stays learnable.
These sources keep the project honest about where iPad instruments actually live: hosts, loopers, routing tools, modular environments, and tempo-sync systems.
This cluster turns the research into build constraints: AUv3 discipline, latency awareness, and an interface that explains cause and effect quickly.