ORCHESTRAL MANOEUVRESCreating Orchestral Music With Sampled InstrumentsPublished in SOS March 1999 Technique : Composing/Arranging When it comes to emulating acoustic instruments, the modern orchestra probably represents the ultimate challenge.Philip Meehan shows you how to take it on and win. Now I don't know about you, but for as long as I can remember there ha Without wanting to start (another!) long-running SOS debate, I would claim that the modern orchestra is still hard to beat for power, style and versatility. Portishead, Björk, The Divine Comedy, Pulp and Puff Daddy all featured fairly heavy-duty orchestration on their last albums, and even those goaty metal stalwarts Metallica are currently writing and recording a 'symphony' for orchestra with film composer Michael Kamen. With the advent of several excellent sample libraries of orchestral instruments (such as those by Peter Siedlaczek and Miroslav Vitous) -- as well as half-decent acoustic presets on most keyboards -- it's now just about possible to capture some of the feel of having 80-plus talented musicians at your control, if you do a little groundwork first. Seating P(l)an The orchestra has developed a fairly standard seating arrangement over the last few centuries, whereby loud instruments are placed towards the back, quieter ones nearer the Once you're reasonably happy with your layout, save it and -- here comes the important bit -- never touch it again! No matter how tempting it may be at some point to start EQing, panning or level-adjusting, don't. I'll explain why later, and no cheating, or I'll tell... Happy Families The orchestra can be divided into four main families of instruments: strings, brass, woodwind and percussion. No matter what the backlit LCD on your sampler may tell you, these are not instruments in themselves. A sample called 'Strings' is about as meaningful as a sample called 'Norman Cook' -- whilst it may give an impression of an orchestral string section, what you really want is a set of four different programs. Let's go through them properly. The String family is made up of Violins, Violas, Cellos and Double Basses (more usually referred to as just 'Basses'). These instruments' parts are clearly defined in orchestral arrangements, with each section normally playing a monophonic (or occasionally duophonic) line. Playing a big, two-fisted chord part on your 'Strings' program may sound impressive but it is not at all accurate and -- more importantly -- you won't be able to hear any other instruments through it! If your sample library has these four instruments as separate programs, all well and good: otherwise, you can create them by taking your 'Strings' program and dividing it up by limiting the keyranges One problem with sampled strings is mimicking the different playing styles -- strings can either play smoothly from note to note (legato), or skip around in a 'Bittersweet Symphony' manner (detaché or staccato). One way of helping to reproduce these styles is to assign attack and release times to a mod wheel or other controller. By choosing samples which contain the attack portion of the bowed sound and then programming the mod wheel to range from 0-sec attack/0.5-sec release to 1-sec attack/2.5-sec release, you can use the mod wheel to vary the envelope as you play, smoothly flowing from legato to staccato with alarming aplomb. Vibrato is also fairly important here, and simply assigning a 6-7Hz LFO to a single program called 'Strings' can result in a big, wobbly sound. Assigning slightly different vibrato rates to each of the four string sections, with deeper modulations on the violins and less on the basses, will make the strings sound much more lifelike, and sit better with the other instruments. Another playing style that can cause problems is pizzicato. In this style, the instruments' strings are plucked rather than bowed, and although sampled pizzicato strings are universally quite realistic, there is a common problem. With the exception of the 'professional' sample libraries, most sample C The best way to simulate a pizzicato passage is to swap between two slightly different multisamples, either at random or alternating with every note. If you only have the one program, you can 'fake up' a second by moving each root sample down a semitone or two and detuning them back up to the correct pitch. This will produce a very slight difference in the sound which will help massively when playing a pizzicato string piece. And it won't take up any extra sample memory either! Arranging orchestral parts for strings is a lifelong pursuit, so in the meantime an old adage applies well here -- keep it simple. Listen to lots of good examples of well-arranged orchestral music for ideas and I guarantee you'll be surprised at just how simple the string parts in many of them are. So Horny The Brass family, like Strings, is made up of more than one instrument, namely Trumpets, Horns, Trombones and Tubas. Each of these instruments can sound quite different, unlike strings, where all four instruments are similar in tone, but differing in pitch. If you want to produce powerful, realistic-sounding brass parts for your arrangement, my advice would be to back off from the ubiquitous 'Trumpet' and 'Trombone' samples and make more use of 'French Horns'. The French horn is probably the most versatile member of the brass family, with a playing range of F2-C5 and a total length of 17 feet (which is why it's all curled up like a garden hose). Unlike the trumpet and trombone, the French horn has a more 'generic' sound that is much easier to replicate with the sampler, especially when used in conjunction with a slickly-programmed filter. As with the strings example earlier, the key to achieving realistic brass performances lies in your mod wheel. The dynamic range of most brass instruments is fairly huge, and french horns are no exception. They can go from soft to loud, mellow to brash in just one puff, and the best way to simulate this playing style is with a low-pass filter attached to the mod wheel. The exact filter frequencies will vary from sampler to sampler, but you want the filter to track from 'fully open' to 'hugely closed' at its zero point. That way, the mod wheel will filter sweep from very dull to extremely bright and, as with the strings, you can incorporate the mod sweeps into your playing style -- literally 'pushing' open each note by hand in a way no filter envelope ever could. It may sound like an obvious trick, but with a little practice it's possible to produce astonishingly realistic results. The same trick can be applied to the other instruments in the brass family and helps massively in simulating a brass section. A common giveaway with sampled orchestral work is that the brass section is all-pervading, fizzing and farting away with every note. Low-pass filtering each brass part by hand helps to separate out the different instruments, giving the arrangement much more room to 'breathe'. The Answer My Friend... The Woodwind family includes flute, clarinet, oboe, cor anglais and bassoon, as well as variants of these such as piccolo (high-pitched flute), alto flute (sometimes incorrectly called a 'bass flute'), bass clarinet and the deep, dark, mysterious contrabassoon. Sampled versions of these instruments generally tend to be fairly accurate, but with one quite common flaw. Woodwinds are generally played by humans who, on the whole, only have the one pair of lungs. Putting aside the technique of 'circular breathing' (jointly developed by the Aborigine people and Rolf Harris), it is not possible to play a note on a woodwind instrument for more than several seconds without (a) being sick or (b) imploding. Therefore, it doesn't make an awful lot of sense to loop sampled woodwinds (unless you have a sampled woodwind section, who alternate their breathing-points to keep the note sustaining). So, if possible, edit your solo woodwind samples so they naturally tail off after about six or seven seconds and your arrangements will feel all the better for it. Trust me. As with strings and brass, modulation is the key to realistic woodwind samples. With strings, we modulated the envelope and with brass, the filters, and now it's the turn of the LFO to have a go on the mod wheel. Woodwind instruments' most notable characteristic is their delicate use of vibrato and tremolo (and just to quickly clarify the difference, vibrato is a modulation in pitch and tremolo is a modulation in level). Vibrato is most effective on the oboe, cor anglais, clarinet and bassoon, whilst tremolo sounds more natural with flute samples (which are blown across, rather than blown into). With solo woodwinds, program the mod wheel to control the frequency of the sine or triangle LFO, sweeping it from around 3.5Hz to about 6Hz, whilst simultaneously adjusting the pitch-modulation depth from zero to around 10 cents (in the case of a flute, you want to modulate the level, by about 5dB or so).
Percussion Sections Of Distinction The Percussion family is essentially the 'Waltons' of the orchestra, comprising a large range of assorted instruments, and is often referred to by orchestral people as 'the kitchen'. The set of instruments most often found lurking at the back are the timpani (or 'kettle drums'), cymbals, bass drum, snare drum, triangle, tambourine, glockenspiel (or 'orchestra bells'), xylophone, tambourine, tubular bells and gong (or 'tam-tam'). By the way, did you know that the weird, quasi-choral, moaning effect throughout the soundtrack to the 'Alien' films is actually a gong being slowly stroked with a gobstopper? If there's a secret to making sampled orchestral percussion sound realistic, it's probably contained in the phrase 'less is more'. When you've first loaded up some percussion samples, it's all too easy to bung on lots of reverb and crash away to your heart's content. Once you've got that out of your system, however, it's time to get to work properly. Orchestral cymbals, for example, are treated very differently to conventional cymbals. Contrary to popular belief, they are not usually crashed together (since that invariably sounds like a trolley collision in Casualty) but are instead 'swept' together and then muted on the player's body. Therefore, sampled orchestral cymbals should have a slight attack time at the start and a fairly short release time (less then a second). If these samples are played slightly ahead of the note, they give a much more realistic sound than a simple 'crash' played dead on the beat. By changing the length of time for which you hold down the key before releasing it, you can also modulate the decay time (unlike having a simple triggered cymbal sample with a fixed decay time). Bear in mind, however, that if the tempo of the sequence is changed, the cymbals will need to be moved slightly earlier or later to pull them back into sync. Timpani can also benefit from the same treatment. While individual timpani strokes are good for underpinning Orchestral music can use a lot of fast snare rolls, which can be difficult to emulate and even more difficult to sequence. Repeating the same sample very fast is not a convincing option, since you invariably sway off into drum 'n' bass territory -- not necessarily a bad thing but, nonetheless, not what's required here. A better solution is to either find an orchestral drum-roll sample and create a continuous loop, or manufacture one by adding continuous filtered white noise to a single snare hit. If you place the looped drum roll/white noise on C# and the single hit on D#, for example, it's possible to play some extremely realistic orchestral snare patterns which, unlike more conventional drum loops, do not wander out of time when the sequence tempo is changed. Don't be timid with the reverb, either -- remember, these instruments are right at the back of the hall, and the key to realistic percussion is to create a good 'off-mic' sound. Which brings us neatly to the next section: mixing. Hands Off Control As mentioned earlier, the modern orchestra layout has evolved over centuries so that from the conductor's point of view (right in the middle at the front) all the instruments are fairly well balanced. It is his job to then keep time with his baton, emphasise certain passages and adjust the various levels of each section to create a good overall effect. I've always found it amusing that classical people think that mixing modern dance music just involves 'wiggling a few faders', while a lot of contemporary producers think that conductors 'just wave their arms around'. Fact is, Sir Georg Solti and Goldie both do the same job and I, for one, would like to see them swap. When simulating an orchestra with samplers, the reason for keeping away from the normal armoury of EQ, panning, FX processing and level-adjusting is that none of these processes exist with a live orchestra -- but they all have a direct parallel in the world of arrangement. The basic rule is simple: if a particular instrument sounds too quiet, don't reach for a fader -- play it louder! Below is a list of common mixing processes and how best to emulate them in arrangement: Modern use of orchestra and electronica at its best. Nobody else has put together a real orchestra and looped beats and got away with it as well as this. For me, the track that started it all. Until this record came out, orchestras just 'played alongside' the band, but with Anne Dudley's coaxing, this orchestra was really battling for supremacy with the rest of the track. More conventional, but still a powerfully arranged album. The track 'Certainty of Chance' uses orchestral elements more commonly associated with film music to great effect, especially during the narrated end section. A live recording of the Bristol band's 1997 Roseland concert arranged for turntables, jazz combo and orchestra. No, I didn't expect it to work, either. Just how they managed to play 'Mysterons' with a full orchestra and not sound like ELO is beyond me. Richard Niles' orchestral work on this seems entirely at odds with the rest of the track, but somehow works beautifully. A great example of how a simple arrangement can sound absolutely massive, if you know what you're doing. One of the most effective film soundtracks of all time. James Horner, who supposedly completed it in just two weeks, adheres to every rule of arrangement and then, one by one, breaks them when you least expect. A lot can be learnt by listening to this...
If a melody line is getting lost in the mix, it can be 'brightened' by being doubled with the same line an octave higher (or 'deepened' by being doubled an octave lower). Basses, trombones and timpani can all be used to enhance the bass end, while combining instruments such as violins and flutes can help to lift a section out of the mix. Tambourines can add top-end sparkle to a section, and gentle bass-drum rolls can be used to fill out the bottom end.
Final Scores I hope that you now have more of an insight into the world of orchestral arranging. Creating a convincing orchestral sound using just samples owes more to the way those sounds are put together and treated in the composition than it does to the samples themselves. Naturally, if you start out with an excellent orchestral sample library (and gigabytes of RAM!) you'll create a more realistic sound, but you may be surprised at just how good an orchestral sound you can achieve simply by observing a few simple ground rules. Personally, I see no 'moral' issues with writing orchestral music using electronic instruments. Gustav Mahler described the term 'symphony' as '...creating a world with all the technical means available.' By encouraging people to write and arrange music that includes orchestral instrumentation, we're all helping to keep the spirit of orchestras alive (and orchestral musicians in work!). I, for one, would like to have all my pieces performed by a real symphony orchestra in a beautiful-sounding hall, but it's a little out of my price range at the moment. Still, you've got to start somewhere, and these orchestras will have to have something new to play in the next millennium... so let's get scoring. Published in SOS March 1999 | Friday 5th December 2008 December 2008
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