Visual Interpretation of Music


Aug 2013

A chamber orchestra is playing a melody: or rather, describes a melody, though only as a shadow might describe an object, or an echo a sound. The melody constantly but brokenly develops throughout repeats and digressions and around a central point, at once mobile and distant, possibly indecipherable to the listening ear. Requies,
The Visualisation tries to follow this principle and yet aims to have its own individual character.
Realized with vvvv. Using FFT to extract parameters that control and create the visual material.


Objets Sonore

music for expanded acusmatic perception

2011 – 2013

The Objets Sonore are intended to be installed on framed screens which can hang on a wall like a picture frame or be integrated in a stand that has also the loudspeakers build in. In case of hanging on a wall the screen transmits the sound wireless to loudspeakers that are dedicated or to an already existing Hi-Fi system.

Objet Sonore #4 – I am Number 4 – TR-606

The soundtrack is created out of an algorithmic process that triggers and shapes sounds. In this piece the algo is based on a rhythm pattern from an old TR-606. Additional sound elements have been originally created live with a MIDI guitar. These sounds are than exposed to the data coming from the algorithmic permutations.

The photos used for this visualization are old stereo photos from the online archive of the US Library of Congress. They show scenes from Istanbul, Hong Kong and Washington and have been shot around 1900.

Software used: PD, vvvv

Jan 2013

Objet Sonore #3 – Paranthese for Flute

found an old flute, pretty damaged but still good enough to produce all the basic sound material for this piece.
the visuals are based on two circles (of course since it’s all about a flute) and all the color, position and movement is determined by the frequencies of the audio signal.

Software used: PD, vvvv

Jan 2013

Objet Sonore #2 – Sturdy Automata

Sturdy Automata is an endless generative process that creates music and graphical patterns. It is intended to be shown as situative installation. The video represents just an excerpt to document the project.

Ten random and eight wave generators and are delivering the raw data material that is used to trigger the sound as well as generate and to manipulate the graphic patterns.

The only sound source I used is program number 0 of the standard midi synth on my PC and the system beep. The graphic patterns are generated out of letters with the help of all the nice things one can do with vvvv.

Dez 2011

Objet Sonore #1 – Servas de Buam

Heinz Conrads was a legend in Austrian TV and his larmoyand viennese style of speaking is a strong remembrance of my childhood.
„Servas de Buam“ (Servus die Buben) was his probably most famous welcome address at each of his weekly TV programs. This is an ambiguous tribute to him and the „good old days“

1. The Music of the Objets Sonore
The idea for the objets sonore is related to Pierre Schaeffers notion of the sound object and tries to extend it from a single acoustic element nad thus moment to a situation. This means that sounds and music are not limited by a structure that has a clear beginning and ending (like a score). Therefore the music of the Objets Sonore is generated out of algorithms that are creating the temporal, tonal and harmonically structures in real-time, not as an endless loop but and continuous permutation. These structures are than applied onto all parameters for shaping the sounds like pitch transpose, time-strecht, filters, loudness contour etc. but also to trigger the classical sound objects, meaning single elements of sound which can be samples but also synthesized sounds.

2. The Visuals of the Objets Sonore
Different elements are used for the visualization of the Objets Sonore. This can be for example old photographs, as well as basic geometric shapes or elements of text and letters. The data from the algorithms that are used to shape the sounds are not directly applied to the visuals. All the visual transformations are only derived from a realtime FFT-analsys of the sound. So the sound becomes the medium and catalyst between the original algorithms and the visualization. It remains the master of the full perception.

Sorry, but the videos that I posted here are just some low res demos of the actual real-time rendered graphics that have HD resolution.

The Four Elements



The Four Elements is a series of generative graphics created for a four screen installation. The parts are: Move, Stasis, The Looking Glass

The Four Elements – Move

The Four Elements – Stasis

The Four Elements – The Looking Glass

Invisible Cities

prints and realtime graphics


2008 – 2009

One of my favourite books „Invisible Cities“ by Italo Calvino is always a great source of inspiration:
So it was for these visual pieces created in 2008 and 2009

Invisible Cities #7

realised with vvvv. the soundtrack was added later for this lowres documentation video.

Jan 2009

Invisible Cities #11

realised with vvvv. the soundtrack was created together with the images and controls some parameters of the graphics in realtime

Jan 2009

Invisible Cities – Prints 1-6

an attemptd to create visual poetry out of little quotes from Italo Calvinos Book „Invisible Cities“

Nov, Dec 2008

Four Letters I

part of the work series „Code Machines“


This whole piece – sound and visuals – is created just out of the letter I. Using vvvv to manipulate the display of a single letter in as many as possible ways. Crawling through all the data on my harddisk and whenever the ascii code of the letter I is found, a midi note is beeing triggered with note number and prg number taken from the byte before and after. Four of this patches are running the same time on different midi channels. The sounds are generated by the standard midi synth on my PC, with no further mixing or editing of the sound, because I wanted to use just the given material.

The crawler doesn’t look for „real letters“ but for every byte that has the same value as the ascii code of I (49 Hex), representing a potential I on my harddisk. So one can imagine that there is a hell lot of trigger events generated, thus the patches are often overwhelmed, resulting in unexpected outcome in sound and visuals … but that is what I like.

It is intended to be shown as a situative installation with four audio channels and four screens/projections.
The video here is put together from different parts to document the project.

Red and Yellow #3

part of the work series „Code Machines“


Algorithmic sound and graphics piece that can play forever. Harmonies and graphic patterns are generated in realtime.

It is actually conceived as a multiscreen situative installation and the video here is just a low-res excerpt to document it.

Realised with vvvv and the standard internal Midi-Synth of my PC.

8 random generators produce constant streams of note numbers, filters look for those that are part of a predefined harmonical cluster. Each note number is displayed and the values of the note numbers controll the different paramaters of the visual transformation and rendering.

(so the yellow dots and lines as well as the red layers are actually the note numbers that you are listening to)

Variable Densities



Variable Densities is a two screen installation. The graphical patterns are created in realtime via FFT analysis of the music. the graphic on both screens is created at the same time from the same sound input with just a slight difference in the weighting of some parameters.

created with vvvv.