thanks for your reply! Great input.
I will have a look at that hand tracker.
So how much FPS is needed for the least, in order to have all of this working well in your opinion?
Given a chain of units that each consumes some processing time, I'd say, it looks like this: (Letting go communication costs)
Loading frame time > detection time > calculation location (of the hand in relation to the air drum) time > Playing sound > Loading another frame.
Could there be another unit that consumes time here? And which is the bottleneck that I should set the FPS constraints by?
I'd say that for the part where the sounds are played without cuts, I'd need a parallel process for it.