INSTRUMENTS
audio-visual instrument vs. 3 audio-visual instrument vs. 2 sounding light instrument bodiless instrument
  audio-visual instrument vs. 1 sounding [video]light instrument light percussion instrument


AG#3 is a recent version of the 3D software from my audio-visual instrument. Like the previous versions, it operates based on the audio input of a zither with aged strings, a personal tuning system, and specific playing techniques. Its digital architecture and parameterisations are similar to the ones of AG#2. John Klima adapted the code for a new open-source 3D engine called Irlicht, and the FMOD library. Beyond those similarities, the digital sound and image have now an urban feeling, which they never had before. I made a new 3D world and changed the digital sounds. See a screen capture here.

 

AG#2 is the second 3D software version from my audio-visual instrument. Like AG#1, it operates based on amplitude and pitch detection from my zither input. Accordingly, it creates elevations in the terrain of a 3D-world, and it moves the virtual camera to change the view over its deserted landscape.

The difference between the detected pitch from the zither and the closest tone/ half tone is applied to the processing of digital sound and image, as well as to the audio-visual mapping. The digital sound material consists of pre-recorded sounds of nature, string instrument sounds and synthesised sounds.

AG#1 is the first version of 3D software made for the specific input of my custom zither - the first digital component an audio-visual instrument that outputs acoustic sound, digital sound and digital image. AG#1 was developed along with the WINDOWMATTER project series. It is a modification of software originally written by John Klima. I modified digital functions, configurations, mappings, audio, and 3D world design. My modifications circumvented assumptions embedded in videogame technologies, so as to convey my musical perspective.

AG#1 articulates audio processing (FMOD audio library) and 3D-technologies (Torque videogame engine). It operates based on amplitude and pitch detection. Accordingly, it places audio-visual particles in a 3D-world, and it moves the virtual camera to change the view over its deserted landscape. The audio-visual particles are pre-recorded audio samples that also appear as lights. The virtual camera movements also affect digital audio spatialisation.


The SOUNDING LIGHT INSTRUMENT includes light sensors, i-cube and Lisa software. It unfolds into a big range of performative possibilities - it was the basis of my project series PARALLAX, METAPARALLAX , PARALLAX DEVIATION and MOMEMT IN MOVEMENT. As the architecturally-scaled instrument it is, it can playfully (re)establish the relationships between a site and its environmental context.

Natural and artificial light, body shadow or video may affect the processing of audio samples, or the modulating of audio frequencies, or the processing of a live-input. The inconstant behavior of light guarantees certain unpredictability.

The physical and visual aspects of the instrument are of core importance. Sensor cables are very long; they are hung from the ceiling as volumetric drawings.





The SOUNDING [VIDEO]LIGHT INSTRUMENT is a special mode of the sounding light instrument. Sound recordings are modulated and processed through video-beamed images, e.g. colors or words. Images juxtapose to affect each sensor independently, and each sensor controls multiple audio parameters. Sensor cables are in vertical pipes placed in front of the projection.

Most performances with this instrument involved a collaboration with Hugo Barbosa, for video with Modul8.


The BODILESS INSTRUMENT is a set of long piezzo-amplified wires stretched in space and attached to the walls. It acquires a different body - e.g. different length e.g. different timbre - each time it is newly installed in a room. Adriana plays it with hands, bow and many other tools attached to a tool necklace named R2D2.

The LIGHT PERCUSSION INSTRUMENT combines a stroboscope, a light sensor circuit and an audio generator. It produces audiovisual flashes. Timbre and dynamics are live-controlled parameters.

Prepared ZITHERS are used with sampler and delay modulator. Attached are custom-made pressure sensors and rotation sensors connected to I-cube and Lisa software.

 

OTHER INSTRUMENTAL COMPONENTS used are: vocals, samplers and various electronics including sensors.