Demo-video: (Prototype # 1, english version). >> german version
All this is done in real-time.
The picture-data-analysis and transformation ist done in software (at the moment it´s done with Pure Data) and this is integrated into the hardware controller (prototype #2).
- real-time-pictures/motion-pictures (camera)
- movie-files (films)
The sound is produced by transforming an area of greyscale-data into sound-data.
There is a screen, where you see the camera-picture/picture/film you have loaded in.
There are 2 data-windows within the loaded picture to chose a visual area where sound-data is extracted.
The 2 windows can be changed in size and position individualy and be modulated by LFO, EG, KBD-follow, audio-waveform or manually in realtime.
Their audio-output is routed anolog to their x/y-position in the picture to coordinates in a quadrophonic sound-system in the performance-room.
So it is possible that the outline of a silhouette is analog to your audio-waveform.
Therefor it is necessary that the silhouette-shape is strictly black and white.
This was the main idea at the beginning of this project:
To act visually directly INSIDE the waveform.
This is done very sensually by acting on the light-table in front of the camera.
I think about giving that technique a name: "silhouette-synthesis".
In summer 2018 I started building the SILHOUETTE-Hardware-Controller-Keyboard-Machine.
2018 - 2019 Prototype#1, 2019 Protoype#2. It has 2 joystick-controlled-data-windows inside the main-screen which let you move 2 audio-waves analog to their coordinates in the main-wondow inside a quadrophonic space (screen corner-left/top > speaker-front/left; screen corner-right/bottom > speaker back/right etc.).
Sallensteiner analog filters
SILHOUETTE has 2 bulit in analog filtes by DYI-Synth-scene-expert René Schmitz, one for each wave (LP, HP, BP, resonance, modulation in).
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