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THE
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FILM
COMPOSER
Pitfalls
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THE
COMPOSER
COLLECTIVE.
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 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.
7. Sam Horns
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.
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.