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THE
CONTEMPORARY
FILM
COMPOSER

Pitfalls
&
Solutions

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THE
COMPOSER
COLLECTIVE.
Authored
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Matt
Gates.
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Editing
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Design
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Evan
Evans.
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Layout
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SIMULATION
PROGRAMMING

ATTACKS AND RELEASES IMPROPER SAMPLE/PATCH
Attacks and releases ragged and unmusical Improper or non-ideal sample/patch selection
(very common)
Make sure you are using the best patches for the
Carefully shape the volumes of attacks and job. For example you might have a solo cello
releases, increase release time of strings, use where it should be celli section or it should be a
crossfade patches so you can realistically shape very specific patch such as Sonic Implants
the dynamics of the attacks and releases. up/down bow long notes.

DYNAMICS MACHINE GUN EFFECT

Dynamics in general (samples) One of the biggest banes of realistic mock ups.
(lack thereof, unrealistic etc)
Use repetition and alternation patches available in
Use crossfade velocity layer programmed patches almost all libraries including percussion libraries.
as the primary way to gain realistic dynamics. Use accents and velocity variations. Layer on
Volume should be reserved for balancing the other sounds. In extremely important cases (like
overall mix not creating dynamics except in rare the main titles or some other vital cue) there are
cases. Use automated low pass filters for very advanced solutions that can be done with
additional dynamic control. This works really well pitch shifting, eq, etc., but these are very time
on brass and electronica elements but not too well consuming and don't always even work.
most other places. Short patches like staccatos
and percussion work well just with regular velocity
controlled dynamics. Dynamics are the absolute NOTE TRANSITIONS
number one key to realism so proper manipulation
is vital. In many cases you may simply need to
Note to note transition problems (very common)
program in more dynamics.


 Increase release time in strings, use performance


legatos from VSL, slight overlaps between notes,
higher velocity layers for less of the "pumping
effect"
BAD SAMPLE SOUNDS SAMPLE PUMPING
Our suggested libraries are: This occurs when there is a slight crescendo on
every note and is extremely noticeable in string
1. VSL Special Edition: for performance legato of section samples where it is natural for the first
all instruments, and woodwinds in general. Also note of a phrase to be played in this fashion
good for harp, some percussion, good strings if especially at soft dynamics.
used with other libraries to supplement, great
trombones, Epic Horns (vital!) Edit the samples so they start later, (VSL has this
built in to some of their samples), use VSL
2. Symphobia for staccatos, huge impact sounds, performance legatos, use volume or modwheel to
special effects, low brass, some string sustain create the reverse dynamic (an accent), use
sounds longer notes thereby increasing the time between
pumps and making it less annoying, use higher
3. Sonic Implants Strings velocity layers in general (the higher velocities
tend to have less swell and more attack), layer
with something with more attack, overlap the
4. Sam Truestrike, Storm Drum 1 & 2
notes, increase the release time (strings only) .65
seconds is about as long as you want to go and
5. FM8 for synths helps in these problematic cases.

6. WIVI for brass (needs Altiverb and good


programing skill, very advanced program)

7. Sam Horns

8. Guitar: (Ministry of Rock, Trilogy, Guitar amp),


Yellow Tools Pure Guitars (acoustic).

9. Drum Loops: Stylus RMX, Storm Drum 1 & 2,


Abelton, Battery, etc.


ENGINEERING

REVERB SIGNAL FLOW
Reverb (washed out, no sense of space, too dry, Signal flow, dsp, noise, comb filtering, phasing,
to diffuse, too present) dither and other pre-mastering issues.

We recommend Altiverb. Make sure you are Sometimes mixes are indefinably dirty sounding.
getting the proper sense of space, given the It can be a result of poor D/A, poor dsp effects,
genre. For example, for a big space opera you'd improper panpot, noise from lousy sound cards,
want a fairly diffuse large hall sound, for a tense bad mp3 conversions, and many many other
action fight a tighter drier more impactful sound. minor hard to diagnose issues. If you can rat out
any of these problems it's really helpful because it

 can improve all of your future output.



EQ PROBLEMS AND SOLUTIONS OVER COMPRESSION
EQ problems and solutions, thin, buzz-saw effect Over compression, brick wall limiting, distortion,
strings, brass, presence/diffusion, bass shaping compressor pumping

1. Thin may be the result of a poor mixing There is simply no need for extreme dynamic
environment and sometimes the improper use of compression in film music. it's going to be
eq. We recommend more surgical use of EQ or combined with other sounds so it doesn't need to
no EQ at all (good place to start) be "competitively loud." A little compression is fine
for creative reasons but too much is harmful to the
2. Buzz-saw strings (a common problem) may quality of the sound. A limiter for level is fine but
need surgical EQ to remove the horrid not for the purposes of producing a "loud" mix.
frequencies that exist in some sample libraries
especially in the upper frequencies of the low
strings.

3. Certain brass libraries (mainly VSL) also have


offensive frequencies. Also brass can be
manipulated in a realistic way by EQ for better
dynamics (Altiverb stage position has some great
sounding ways of dealing with both brass and
string buzz saw nastiness)

4. Sometimes we need more presence or


diffusion and both can sometimes be solved with
EQ (Altiverb adjustments can also solve these
issues)

5. Bass shaping, as long as you are on a good


speaker system with accurate bass response, you
can get in there with some EQ or levels and
adjust some frequencies if needed.

PRODUCTION
QUALITY

USING LOOPS & FX PATCHES DRUM LOOPS
Music based on pre-existing drum loops or effect Non-varying drum loops
patches is likely ill-fitted for the scene
Only use drum loops that either have layers, or
Sometimes you get lucky and find something that are editable in some way so that they can be
fits, but if it's not customizable you are going to be varied and be customized to picture. Sometimes
handicapped. It may sound great, but it’s probably it's tempting to cut corners and just use one loop
poorly suited for the scene because it's pre- the entire time. Custom programmed drums are a
existing material. Nothing beats custom much better solution as long as they are well
programming/writing. produced. If not, drum loops are actually
preferable.

QUANTIZATION ISSUES MUDDY ORCHESTRATIONS
Quantization issues, chaotic sounding, Muddy, thin, or block chord/keyboard style
rhythmically off and other timing issues orchestrations

Sometimes we want multiple drum loops, but they Use the overtone series as the fundamental for
don't line up. Sometimes composed material orchestrations. That is: root, octave, P5th, P4th,
doesn't line up with drum loops. Sometimes live major third, minor third, etc. In strings (the most
instruments (ie: electric guitar) can be a bit sloppy abused section in problematic orchestrations) use
timing wise. The accents of one line don't align only one note per section including Violins I and II.
properly with accents in another line and it forms Make sure all instruments are in the same
a chaotic, disorganized sound. Everything needs tessitura. This will lead to better blends and also
to be in the pocket... the same pocket. Watch overtone reinforcement. If all instruments are in
out for these issues any time you are doing the same tessitura then they will all be reinforcing
groove-backed music. It's a very common each other's harmonic series by default. These
problem and pretty easy to fix in most cases. very simple tips will take care of almost all
orchestration/voicing issues.

COMPOSITION

LACK OF MOTIVIC DEVELOPMENT GAP FILL PRINCIPLE

Lack of motivic development, often it is "through If you leap more than a third you need to make a
composed" without building on the "nuggets", step-wise motion in the opposite direction to fill
basic lack of re-use and variation. the "gap" that our ear perceives from the leap.
This is not a hard and fast rule but it can be very
This is by far the most common problem in terms effective and useful.
of composition. Re-using material is extremely
important in film music. Everything you introduce
needs to be repeatable or it shouldn't be THE RULE OF THREE
introduced in the first place. The best thing to do
is to find one nugget to be the core of the cue and You should not repeat something verbatim more
build everything off of that one nugget. If a piece than 3 times unless you are modulating on
feels unstructured, the reuse of material is the first subsequent repetitions. This is very important for
place to start fixing. Of course, just reusing upper motivic ideas and noticeable riffs - anything
material isn't enough (see “Rule Of Three”), it will that the ear notices easily this rule applies to.
need to be done in such a way that it gets more
interesting each time we hear it, and doesn't bore
us - even introducing new material to vary it up as TOO BUSY, EGOTISTICAL WRITING
needed.
Film music isn't about the composer's prowess,
it's about making the scene work, and the more
common problem is too much writing rather than
too little. Keep trying to serve the scene not
yourselves.
ABUSE OF "SPECIAL FX PATCHES" IMPROPER PALETTE
Because we can have an awesome sound from Improper use of palette of prescribed sounds
pushing down one key it's a huge temptation even
for really skilled composers but using the effect We always have a prescribed and limited palette
patches pose many problems: They might not fit of sounds, which helps keep the score more
exactly timing wise, they may be too dense or too unified. Out of the palette sounds just won't fit into
thin, they may not fit in with the established sound the score as a whole. Anything really unique
(of the cue or the score as a whole), they may not either needs to be used all over the place in the
be the most effective solution, they are often score or nowhere.
recognizable for what they are.

We recommend orchestrating a new version with PARALLEL MOTION


their own sounds, layer with other sounds, use
less frequently, use time stretching to conform to Parallel motion in bass and lead line voices when
correct timings, make sure the orchestration of it not in the context of impressionistic writing.
makes sense. i.e. no 6 sections of violins and 4
sections of horns. Or simply don't use at all! The only counterpoint rules that matters in film
music is between the melody and the bass line -
and it's rarely truly problematic - but it's something
ROUGH UNPOLISHED MATERIAL to listen for when you just hear it sounding off and
you not sure why. A good solution often is to use
Rough, improvised sounding, unpolished material a different bass inversion.

Most people write in a sequencer these days and


a common problem is that music will literally ABRUPT TRANSITIONS
sound improvised. It will lack motivic development
as in A, be poorly orchestrated, and have some Abrupt transitions, harsh stringers, overly
other problems. We suggest going to a sketch emphasized hit points, hit points vs shifting points
pad so the structures needed (motivicly,
harmonically, orchestrationaly, dramatically) can
1. Transitions are very important yet many people
all be more carefully thought out
are happy enough to lay a suspended cymbal roll
between two wildly different sections and be

 happy with their "transition”. Much more work
needs to be done in connecting two areas of
contrast.

2. Stingers should be appropriately balanced with


all other elements including what's happening on
screen.

3. You may feel the need to hit all kinds of things


that actually should be played right through
without any needed acknowledgement.

4. Sometimes rather than a hit, a certain moment


needs to shift, meaning it needs to dramatically
change direction in any area possible (ie: high to
low, soft to loud, and many other nuanced shifts.)

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