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Sequencing Techniques
F OR S TRINGS
Whether its for an audio CD or a sample library, the accurate reproduction of the string section is probably the most sought-after sound in the music industry. Certain engineers and producers have achieved great status because of their ability to accurately capture the string sound. Their search is a quest for beauty, power and elegancefor lushness, accuracy and realism. It takes great skill and knowledge to achieve those characteristics and accurately record and reproduce a beautiful section sound; but when care and attention to detail are used to skillfully record the session, the results can be wonderful. Why then, after a well-recorded session is completed, is translating the recorded strings into the sampling world such a difficulty? The string orchestra can make a wider variety of sounds than any other section of the orchestra. When a developer puts together an orchestral string library, and when the MIDI orchestrator uses it in an orchestration, think of the plethora of problems associated with these tasks: The section sound is actually made up of many individual tones, each slightly out of tune with the next. As each of the musicians play, the sonority is different for each noteand in fact it is different for the same
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note played again and again, since it is impossible for all the players to produce exactly the same note in the same manner every time. Although each musician within a section strives to play in a similar manner, the slight differences in articulation, timbre and pitch amongst the players produce a rich and very complex sound. After a certain point, as more players are added to a section, the perceived loudness does not really change that much. Instead, what changes the most is the richness of the sound. Each instrument has four strings. Because it is possible to play the same pitch on different strings (described as playing in different positions), the timbre of a note is dependent upon which string is being played. Likewise, the same pitch sounds different on each of the four instruments. The dynamics of playing are endless. Multitudes of attacks, sustains and releases are possible on the instruments. All are available instantaneously and all have different aspects to their implementation. And each time a particular articulation is played, it will be slightly different. The instruments can overlap each other. For instance, the low instruments can play phrases that are above the higher instruments, which result in a very different timbre than when the higher instruments play the same phrase. The bow can move across the strings in different articulations, dynamics, phrasings and releases. A single phrase may be shaped and bowed in a number of different ways. The string player uses a bow in the same way a vocalist uses breath to control and shape lines. It is capable of producing pppp to fff dynamics, which makes capturing the full range of sound difficult at best. In addition, the player can jump to any of these dynamics almost instantaneously. The bow also adds a graininess to the tone, especially when a section or solo instrumentalist is close-miked.
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Many of these points may seem very simple, but this simplicity is deceptive. The ability to replicate these characteristics and elements as accurately as possible is what separates the average library and average MIDI orchestrator from the excellent ones. You should strive to make your sequences emulate these characteristics; however, you must know and fully understand each of them in order to reproduce them accurately and convincingly.
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If you have not yet chosen an auxiliary library, it is very helpful to hear a number of potential candidates in person if possible. This typically means going to the studio of a friend or colleague so that you can audition the library. This can help you to make the right decision before you purchase. It is helpful to go through the presets and evaluate the library for the following characteristics (unless you are acquiring an auxiliary library for some other reason). If you have already chosen a new library, you should audition it bank by bank with your main library and evaluate the following characteristics. You can then make changes to your new library so that it more closely mimics your existing one where a better match is needed. Listed below are what I feel are the six most important attributes that pertain to the overall sound of the string. Afterwards, Ill explain all six characteristics in more details. Note that only the first four attributes are somewhat alterable. 1. Timbre and color. 2. Placement on the soundstage (left to right panning and front to back placement). 3. Volume. 4. Reverberation of the hall if present in the samples. 5. Approximate microphone placement. 6. Size of the section. The timbre of the banks must be similar if you are using them as separate articulations rather than layering them. Pay close attention to the frequency content of your main samples and make sure the bank(s) you are adding are similar. You can always use equalization to make the banks sound more similar, but if they are starting too far apart, EQ may not do the job. If you are layering two or more banks together, trying to match timbre might be a non-issue since you are using differing timbres to complement each other so as to obtain a new composite sound. If you are purchasing an auxiliary library to layer and augment the timbre of your main library, you should find a library with the appropriate tone (richer, more mellow, brighter, etc.).
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Proper position on the soundstage or panning has become less of an issue with the newer libraries, since it has become common for the library designers to record their source material with the musicians placed in their proper position on the virtual stage. (See the mixing chapter for information on how this impacts the mixing process.) This is true for ambient and non-ambient libraries alike. Regardless, the exact placement of each virtual musician or section will be different for each sample. If you do not match the panning attributes, it will sound as if your virtual players are moving around on stage as you switch between presets from different libraries. When evaluating and matching pannings, you must consider these three features: (1) the width of the sound, (2) the placement of the predominant energy in a left to right position and (3) the depth of the sound from front to back. The width of sound is the amount of space the samples occupy on the virtual stage in a left to right position. The placement of the predominant energy is the place on the virtual stage that the majority of the sound seems to come from. The depth of the sound is really more related to reverb and delay times and is covered in the plug-in chapter. Both of the first attributes work together well. For instance, if a violin bank is positioned with 75% of its sound coming from a 9:30 to 10:30 position on the virtual stage, then it is probably also heard at 9:00 and through the 12:00 position, though at a progressively softer presence as these positions are approached. Depending on how much of the hall is captured in the recording, the violin sound might even be heard through the 3:00 position. In order to closely match these characteristics, use the panning controls to mimic the placement characteristics. I find it easiest to do this with headphones. Because of the interaction that occurs between the two sides of a stereo image, the position of the pan controls are sometimes not what you think they would be. Please refer to the mixing chapter for more information. Another important factor when dealing with placement is the natural interaction between two presets that occurs when they are layered together. This interaction will usually modify the collective panning, so listen intently. Heres the way I usually work: if Im adding a new preset to my main preset, I first listen to the main bank to determine the overall panning
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and the position of maximum energy. I then listen to the second bank, evaluate it and make the changes necessary to emulate the first. I then do an A/B comparison of the two banks back and forth until I think they are very close. At that point, I add both banks together and determine the overall panning and then further modify the second bank according to what I hear when the two are mixed together. Volume is the easiest attribute to change. Listen to volumes in several ranges and with different velocities. If the overall volume of the bank needs to go up or down, I find it easiest to offset the volume of the bank within my DAW by the amount necessary. If the volume is not responding in the same way as my master banks, it is sometimes necessary to offset the velocity or velocity curve by a certain amount. Again, headphones and careful listening are crucial. If you cannot get the volumes to match closely enough across a complete range, you can try duplicating the line within your DAW and then using separate automation to control the new line Reverberation is included in the samples of ambient libraries that were recorded in a hall setting. It is difficult if not impossible to remove the reverb tail from this type of sample set. Consequently, you generally have to add reverb to whichever library was recorded with less natural hall ambience. This means adding the same type of reverb to all of your lines by way of the techniques discussed in the mixing chapter. For most individuals, having an auxiliary set that adds this constraint is not practical and so and non-ambient auxiliary library is generally selected. When using a non-ambient preset with your main ambient library, it is really a matter of duplicating the hall used to record your master library. If both your main library and your auxiliary library have little ambience included in the sample sets, you can treat them both with reverb in the same manner. Microphone placement has become a hot topic among orchestral developers and users. Many libraries are now giving the user sample banks with more than one microphone placement, sometimes providing a selection of close placement, medium placement and far placement samples to work with. Make sure you augment with banks in which a similar
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placement is used. It is very difficult task to make a close-miked sample sound like a sample recorded using a far placement, especially for a section. It is actually easier to mimic this with solo instruments due to the fact that the hall sound can be added to the near-miked solo sound, which results in a nice composite, while the sound of a section that is closemiked never had the opportunity for the sound to develop through the hall or larger studio. The size of the section is a fixed attribute that must be matched as closely as possible. It is virtually impossible to make a four- or six-person violin section sound like a 12- to 18person section. Most of the modern orchestral libraries use large sections, so this is often a non-issue. Again, when layering, its not an issue, since youre only augmenting your main bank to change the timbre or perhaps the attack.
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not. Suffice it to say that emulating true legato strings are a challenge for the developer and the virtual orchestrator alike. This continues to be an area that developers focus much of their attention.
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sixteenth-notes. You can also use these techniques for repeated notes if you do not have access to an alternate bank. Referring back to the list of real instrument variations above, we can modify the length, timbre, volume, attacks and releases to help instill variation. So lets look at how we can add variation to each of these elements. The first thing to do is to vary the lengths of the notes. Make sure that the notes are not all the same lengths. Slightly change the length of each note within your DAW. How much you change the length really depends on the tempo of the phrase, but typically no more than 23% of the total normal note length. After that, the notes will start to sound as if theyve been shortened too much. This modification can usually be handled by the DAWs random edit function. Highlight all of the notes you want to change (usually an entire line or phrase) and edit the lengths using the random variable and a 23% setting. Next, youll want to vary the velocity of each note. Vary the data within a range of about 3-6%. This assumes that note-on velocity is applied to volume. If you want to simulate consecutive up and down bowstrokes, listen closely to the outcome to make sure that no notes are too soft or too loud. In addition, make certain that the changes in note-on velocities dont trigger a layer in a multi-layer preset that it is out of character for the line. Change the note-off levels only if you are using a release-triggered sample with the bank or are using a sampler that can respond to note-off velocity by changing the envelope release time. Finally, timbral changes can be introduced. These are a little more difficult to achieve but can be done in two ways. First, if the bank has a very smooth transition between layers, you can take advantage of this to introduce slight timbre changes. For instance, if the upper range of a layer and the lower range of the next higher layer are very close in volume and timbre, you can position the line so that it moves back and forth between the two. Do this by positioning the line in either the high range of the lower layer or the low range of the higher layer and use velocity changes to switch between layers. The second way is to use dynamic filter changes within your sampler. For instance, you can add a lowpass filter
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whose depth is controlled by the mod wheel or another controller. Then use your DAW to change the timbre slightly on certain notes. It is not necessary to change it on every note. Usually every fourth or fifth note will suffice. Make certain that you are not changing the timbre too drastically. This should be a very subtle variation. Another slightly different option, which is referred to in other chapters is to duplicate the bank and then modify the new banks keymap so that each chromatic assignment is raised by one semitone (C4 goes to C#4, C#4 goes to D4 etc.). This lends a different timbre altogether to the tone and can provide a very nice result. This only works if each key zone is one key wide, meaning that a different sample is used on each note. Youll also need to alter the keynote programming to assure that the tunings of newly moved samples are changed so that they play the correct pitch and not a half-step higher. Another option for creating more realism is to use different articulation banks within the same line. For instance, instead of using only a staccato articulation, try including the spicatto or sautilles bowings throughout a phrase. [Note that these concepts and others presented in this string chapter are also applicable to repeated notes using woodwind, brass and percussion samples.]
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to solve the dilemma is to avoid the problem altogether. If you can alter the sample in a waveform editor to remove the tick or noise, do so and resave the wave into the preset. If it is a single bad sample, try remapping a different sample to the problem note.
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Staff showing notes and corresponding piano roll editor showing overlap between notes During the listening and critiquing phase of your recording, go through each line to make certain that there is enough overlap. Likewise, make sure that there is not too much overlap between any notes. It only takes one or two excessive overlaps to make the whole line sound fake.
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New attack
f
cres.
ff
ff
New attack
New attack
New attack
On repeated notes that are still long enough to require a legato or sustained bank.
New attacks
New attacks
New attacks
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balances with the remaining orchestration. I find it helpful to start with CC#11 at a level of 100 instead of 127. Since most CC#11 levels default to 127, setting the maximum setting for CC#7 will necessitate that CC#11 be at its full level (127) when this loudest section occurs. This CC#7 level should balance with the remaining tracks, and therefore it might be at the full 127 or it could be something less. Once CC#7 is set, leave it alone. You will then use only CC#11 for controlling volume. I find that it is very useful to snapshot all controller settings in the first measure of a sequence. In fact, I often add an extra measure before the first real measure after Ive completed sequencing. It is at this point that I begin to use CC#11. Though this information is presented in this chapter, these concepts should be used with all sections of your virtual orchestra.
To shape a line with volume, use the techniques described above. If your library provides crossfade layering, you can use this instead of CC#11. Often, the crossfading is triggered by velocity, so I like to modify this to allow crossfading to be controlled by the mod wheel or slider. This allows you to use them to move from layer to layer. This is a much more effective way to achieve realism, because not only is the volume of the sample changing (as you change from layer to layer and thus dynamic to dynamic), the timbre is also changing since louder dynamics contain more high-frequency content. This is the best way to simulate crescendo and decrescendo dynamics. When implementing these controls, here are some generalizations to think about: End phrases, especially long notes, with a slight decrease in volume. This tapers the phrase and provides a nice conclusion to the line. Find the loudest part of the line and make sure that the phrase builds up to that point. Seldom do lines that go on for many measures stay at the same dynamic level. This is much more important with legato lines than pizzicato or single bowstroke lines.
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The dominant dynamic in most orchestrations is only f. Get into the habit of starting phrases in the middle of your samples dynamic/layer range. This gives you room to get louder or softer as the phrases require. Often, one long phrase or melody line may be subdivided into two or more smaller groupings. Use phrasing control within each of these groupings. It is sometimes helpful to sing the line out loud. Were all comfortable with our voices (no matter what quality they are). Normally, we put natural swells and decrescendos into the music we sing. Follow the same phrasing as you input the line. Dont let long notes just sit there, except perhaps in an underscoring situation. Use crescendos and decrescendos to add movement and direction to the phrase. You can do a lot with dynamic changes that can provide interest to an otherwise rather mundane phrase.
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PIZZICATO TECHNIQUES
Pizzicato samples are abundant in string libraries and are usually very realistic. This is due to the fact that the sample source material is very short in length and is therefore very realistic to our ears. Use of the pizzicato articulation will add a lot of realism to your orchestrations when used appropriately. Pizzicato adds a lightness to the orchestral fabric and is normally used in dynamics from f to pp. Typically, the pizz is used as an accompaniment articulation and not for melody. Below are some examples of pizzicato use.