The first tier is made of data concerning only one player whilst the second tier is made of data from two players to two parameters of the same event (a joint sound, so to speak). Currently, the first tier of data is controlling sinewave frequency and spacial movement, and a cross pollination of information from one player to another is controlling the four tempi. The second tier is controlling the delay lines (feedback and delay time parameters).
There will be at least four tiers of data mapping of various types and methods, each of a different number of components, although I anticipate the fourth tier to only have the one component, or instance, of mapping.
After all this blah, blah blah-ing, here are some examples. The pictures show the final state of play for each aural example. It is quite difficult to control four lasers at once! Needless to say, these examples come from a prototype of a prototype, so yeah, it's nowhere near finished. Or something like that.
Click here to listen to the first example (mp3, 496kb) (related to the picture above)
Clik here to listen to the second example (mp3, 770kb) (related to the picture above)