Should
it be live? The virtues of programming it or playing it.
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Much of the content written for video games & TV is written in a Midi
Project studio. Everything is composed and subsequently manipulated inside
computers, samplers and synthesizers. Certain forms of music have evolved
from this and should be viewed as musical forms in their own right: dance
music, for example, where the only live element is the voice. Or electronic
music itself – epitomized by the likes of Kraftwerk or Vangelis. However,
advances in sampling technology have allowed composers to create music electronically
in styles that have been previously impossible to do convincingly.
The benefits are both obvious and seductive. The composer, unlikely to
be able to competently perform all of the instruments of a particular
composition single-handed can now program them inside a sequencer to such
a degree that they sound virtually indistinguishable from their acoustic
counterparts. It is no longer necessary to employ legions of session musicians
to come in and play the individual parts. With standard ‘band’
setups this is great, but the advantage is most apparent when a large
amount of musician’s would be required. The most obvious example
is that of a film score. Film orchestras, together with the addition of
a full choir, could well require 120 or more musicians. The biggest plus
points of this method are the cost and, potentially, the time saved. Although,
as we’ll discuss later, it could actually take longer.
But what do you lose out by programming
everything?
An unfortunate legacy of video game music from the 80’s and early
90s is that everything sounded electronic and rigid. The phrase “blip-blop”,
as horrendous as it may seem, was painfully accurate. Not surprisingly,
as technology has developed exponentially over the past 5 years, everyone
has been striving forever increasing realism.
The sound of a competent ensemble of live musicians can never be accurately
recreated in a computer. Humans are not perfect and it is the little imperfections
that result in character and individuality. musicians “play off”
each other making real-time decisions and adjustments in response to the
players around them. They create something organic through an amalgamation
of different musical styles and personality. Each musician will have different
likes and dislikes, bringing this – normally subconsciously –
to their playing. They never play the same thing twice.
music that is played by real musicians can also allow a fake visual –
such as a computer generated backdrop - to look more realistic through
realistic and natural sound. Designers of video games are often hampered
by the technology in realising their vision. Using real, organic music
can reduce the gap.
Sound does something that nothing else in games can do. It evokes emotion.
A rousing film score gets the blood pumping in the same way that a live
concert can. And chip generated tunes are, arguably, less of a turn on.
The biggest plus point of this method is the end result. The cost will
be greater. Depending on the project, it could be quicker (with the programming
route you may spend 40% of the composer’s time writing the track
but another 60% making it sound realistic, whereas that would be offset
by the time taken in recording).
So, what’s the answer?
If you want your project to sound like ‘real’ music and your
budget is tight, then maybe you need to go electronic. But if you want
hairs standing up on the backs of necks and you have a decent budget,
start polishing the music stands and prepare to be amazed by the results.
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