I used three different players/oscillators. The first is a sine wave bleep that gets louder, higher pitched, and more frequent as the data gets larger. The second is a lower, constant sine wave (half the pitch of the bleep) that increases in amplitude and frequency as the data gets larger. There's a reverb on the second player that becomes wetter as data increases. Finally I added a noise oscillator with a high pass filter. The noise gets louder and more filtered as the data increases. For the last two sounds, they're only activated when the data is past a certain cutoff, so for low enough data points, the only sound playing is the bleep.
Contains three classes that play the three different sounds mentioned in the description above