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What the room sees, the sound knows.

A complete chain, from camera to speaker, built on open standards. Every cue can combine what the cameras see, what the mics hear and where each sound sits: the combinations are endless. Briquemault is in development: this page describes its architecture.

The chain

Three inputs, two brains, and the venue’s hardware at the output.

Seconds · decisions

Cue list

show cues

Claude

cue-level decisions

Milliseconds · execution

Cameras

visible and infrared

Ceiling mics

steerable beam

Local perception

markerless tracking

Voice processing

isolation, feedback

Real-time engine

millisecond scale

Immersive system

ADM-OSC · L-ISA…

PosiStageNet

positions, sound and light

PTZ cameras

VISCA · NDI

Two clocks, never mixed up.

Sound rendering cannot wait for an AI. So Briquemault separates two time scales.

The second10⁰ s

Claude

It reads the cue list, interprets stage events, picks the next cue and prepares trajectories. It anticipates: when the sound is needed, the decision is already made.

The millisecond10⁻³ s

The local engine

Position tracking, trajectory rendering, ADM-OSC and PosiStageNet commands, microphone control. It runs on site, independent of the network.

The five functions in detail

01See

Cameras that understand the stage.

Fixed or PTZ cameras, in infrared when it is dark, track performers with nothing to wear, locate the audience as anonymous positions and detect key moments: an object raised, a gesture, an entrance.

Inputs
Video from fixed or PTZ cameras, visible or infrared.
Processing
Markerless detection and tracking, pose estimation and stage events, on a local computer.
Outputs
Performer positions over PosiStageNet, anonymous audience positions, timestamped events.
CAM 01 · VISIBLESimulation
02Hear

The audience speaks, no microphone needed.

Briquemault locates in 3D the volunteer the camera designates and sends that point to a steerable ceiling mic array, which aims its beam at them. They speak from their seat, and the whole room hears them.

Inputs
Beamforming ceiling microphone arrays, steerable by command.
Processing
The volunteer’s 3D position, computed from the cameras and sent to the array as its aiming point, then voice isolation, noise reduction and feedback control, on site.
Outputs
Isolated voice, tied to the audience member’s position, ready for the immersive system.
Simulation
03Place

Every sound in its real place.

Briquemault drives your immersive sound system over ADM-OSC. An audience member’s voice comes from their seat, an effect crosses the room, the sound follows the performer into the audience.

Inputs
Positions, voices, effects and trajectories.
Processing
Parameters computed for every sound object: position, distance, elevation, width.
Outputs
ADM-OSC and OSC commands to the venue’s immersive system.
Simulation
04Understand

An AI that knows the cue list.

Claude, Anthropic’s AI, reads the show’s cue list and connects what the cameras see to the right sound cues. When the performer improvises, it adapts. The sound operator talks to it like to a stage manager.

Inputs
Show cue list, stage events, operator instructions.
Processing
Claude picks the cue, adapts to the unexpected and explains its choices.
Outputs
Cues and rules sent to the real-time engine, never the audio signal itself.
Simulation
05Direct

A control room that follows the action.

Lights follow the performers and PTZ cameras frame the action on their own. The same installation films the show from several angles.

Inputs
Tracked positions, cues, lighting and framing instructions.
Processing
Lights driven over DMX, Art-Net or sACN, and PTZ cameras over VISCA or NDI.
Outputs
Lights that follow the action, automatic framing and multi-angle capture.
REC · AUTO FRAMINGSimulation

Hardware

Briquemault relies on off-the-shelf hardware. A venue survey settles the rest.

  • 01Fixed or PTZ cameras, with infrared illumination
  • 02A local computer with GPU acceleration
  • 03Beamforming ceiling microphone arrays, steerable by command
  • 04A sound system, ideally object-based immersive
  • 05The venue’s fixtures and lighting console, over DMX, Art-Net or sACN
  • 06Optionally, ultra-directional speakers
  • 07A local network dedicated to the show

From venue to show

  1. 1

    Venue survey

    Floor plan, existing hardware, acoustics and capacity.

  2. 2

    Calibration

    Cameras, microphones and speakers share one frame of reference, in metres.

  3. 3

    The cue list

    We import the show and its cues; Claude prepares the logic.

  4. 4

    Rehearsals

    The operator adjusts in plain language: “slower”, “closer to the front row”.

  5. 5

    The show

    The local engine executes, the operator stays in control.

What Claude does, and what it does not

It does

  • Read and understand the cue list
  • Connect a stage event to the right cue
  • Adapt when the show goes off script
  • Answer the operator in plain language

It does not

  • Touch the audio signal
  • Decide at millisecond scale
  • See camera images: it only receives anonymous events
  • Identify anyone in the audience
  • Stop the operator from taking over
RGPD

Privacy by design

  • Images processed on site, no video sent out
  • Audience reduced to anonymous positions
  • No facial recognition
  • No audience recording by default
  • Audience informed at the entrance

Claude, wired to the cue list

Briquemault is built on Anthropic’s Claude API. Claude never produces sound: it reasons about the show and acts through tools that the real-time engine controls.

01

The cue list in memory

The cue list, the venue map and the operator’s rules are loaded once and cached: every decision starts from the whole show.

02

Tools, not text

Claude acts through typed tool calls: arm a cue, prepare a trajectory, designate a seat, write to the log. The engine checks each call before running it.

03

Three autonomy levels

Suggestion, operator approval, or automatic on authorised cues. The venue decides, act by act.

04

Decisions explained

Every choice is written to the show log with its reason, ready to review after the performance.

05

Plain-language direction

"Slower next time" becomes a rule in the cue list, applied from the next performance.

06

Fallback without AI

With no network or no answer in time, the local engine follows the planned cue list. The show never depends on a request.

Show log · tool callSimulation
  1. SEEobject_raised · ART-01 · confidence 0.94
  2. CLAUDEarm_cue(16, trigger: "object_raised ART-01", trajectory: "T16 → R8·S14")
  3. ENGINEcue 16 armed · level: automatic on authorised cue
  4. ENGINEfired on the event · trajectory 2.2 s
  5. CLAUDElog: "card raised, vanish sent towards R8·S14"

Come and hear it.

Tell us about your venue, your show and your hardware.

Request a demo