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PAGE 1
Orchestrating with MIDI
A guide to the process and techniques
by Kevan R.Craft (c) 1993/94
As MIDI music is being used more and more in professional productions for Film,
Television and sound recording there has been a move towards making the MIDI
music, especially classical orchestrations to sound more "real". With this in
mind we'll examine the instruments of an orchestra then we'll discuss the
difference between velocity and volume, and what that means to the orchestral
composer, and then talk about other types of expressive control. Finally we'll
discuss mixing and processing techniques.
PERCUSSION AND TIMPANI
The percussion section of a symphony orchestra is quite different from a rock
'n' roll drum kit. An orchestral bass drum is a big boomy thing, played with a
relatively soft beater, and with less defined attack and far more decay than a
rock kick. An orchestral snare is deeper sounding, with less punch, more snare
rattle, and a longer decay than a rock snare. A 'military drum' is an even
deeper snare, like something you'd find in a fife-and-drum corps. Tom-toms are
almost never used in an orchestra, although you may sometimes see a part for '
snare drum with snare off'.
Snare drum rolls are very common in orchestral music, and a true snare-roll
sample is the best way to simulate it. A well-designed snare sample will allow
real-time dynamic control using aftertouch or some other controller. If you,
however, are stuck with a single snare sounds and want to create a roll, don't
record it in step time into your sequencer or quantise it, because it will
sound too mechanical. The best idea is to play the notes in by hand, at as
slow speed as necessary. Use a MIDI drum pad, or if you haven't got one, play
the roll on two adjacent black keys, like C# and D#, and then transpose the
roll so that all the notes are on the key for the snare drum. If you must use
step-time record, randomise the attacks after you've laid in the notes,
smearing them between 15% and 25%. If the step-time function on your sequencer
produces a constant velocity, randomise the velocities too. Whichever method
you use, you can create a crescendo or diminuendo by drawing in velocity
curves. Slightly randomising the velocities after the curves are drawn will
make the dynamic changes more realistic.
Cymbals on a stand, known as suspended cymbals, are sometimes used in
orchestras, but far more common are Clash cymbals - which two cymbals banged
together, also known as Piatti. For soft cymbal 'dings', you can get away with
using a ride cymbal, but for those big crashes, these's no substitute for the
real thing - a rock crash cymbal will sound pretty pathetic. (And don't even
think of using a hi hat.)
PAGE 2
Orchestral cymbal crashes have duration. A percussionist chokes a cymbal crash
by pressing the cymbals against his or her body. (The notation 'Lv.' or
'Laissez viber' means 'let it ring'.) If your cymbal sample doesn't stop when
you send a note off, here's how you can get it to cut off.
* Set up the sound so that it is monophonic - only one cymbal note can play at
a time.
* Follow the initial crash with another crash with another note at an extremely
low (but not zero) velocity, right at the point where you want the sound to
stop.
Suspended cymbals are used for playing cymbal rolls, so you can use your drum
machine's large crash cymbal for them, keeping the velocity on the low side,
and laying in the notes by hand like snare rolls.
Orchestral tambourines have a head or skin, no just the ring of 'jangles' your
everyday poseur waves around. They are played either by hitting them on the
head (sometimes with soft sticks), or by shaking them. This means that the
tambourine sound in you drum machine, which is no doubt a sample of a jangles-
only tambourine being struck, isn't really appropriate for Bizet or Rimsky-
Korsakov. If you don't have a real tambourine sample, try combining sounds:
use a bit of high, damped tom-tom underneath your drum machine's tambourine,
and the result will be much closer to the classical model. A shaken tambourine
is trickier. One solution is to play your tambourine sample TWICE for each
beat, with the two notes a few milliseconds (or tick) apart, and the first note
at a lower velocity than the second. For continuous shaking, try rolling the
tambourine using the same techniques as the snare rolls mentioned earlier.
An orchestral triangle is a unique but sonically simple beast. Don't try to
simulate it with a ride cymbal bell: that sound is much too complex. At soft
volumes, a triangle is almost a pure sine wave, while at higher dynamics, it
starts with a very short, metallic clank, which followed by a sine wave with
several non-integral harmonics. Like cymbals, triangle notes often have
defined durations, and the same technique for cutting off notes can be used.
Temple blocks aren't wood blocks - they are more hollow-sounding and have a
more definite pitch. So you should never use a 'sidestick' for these, but
instead try to get the real thing. If you can't get a sample, they're actually
quite easy to synthesize: use a sine wave mixed with a decent amount of noise,
and a very short envelope.
Marimba and xylophone, while they may look very similar, sound quite different.
The marimba is a soft instrument, played with soft mallets, and with lots of
fundamental and low harmonics in the sound, thanks to the tube resonators
underneath the tone bars. Especially at low pitches, it can have fairly long
decay, and soft rolls on low marimba notes, if executed properly, sound like
one continuous note. The xylophone is made of much harder wood, has smaller
resonators, and is played with very hard sticks - there's a lot more 'crack' in
a xylophone sound, and it decays very quickly; a xylophone roll sounds like a
series of discrete events. If you only have a xylophone sample and need to
create a marimba sound, try these techniques.
* Start the sample a little late to cut off some of the attack.
* Slow the attack envelope slightly.
* Add some decay.
* Filter out some of the high harmonics, while boosting the fundamental.
PAGE 3
Timpani samples sound in drum machines are generally of limited use. Usually
you only get one or two, and they don't transpose particularly well, so you get
only a short usable pitch range. You usually can't roll them, because each
note cuts off the previous one, unlike real timpani, which ring. Far more
flexible are multi-sample ROM or RAM timps, or even synthesized ones. Like
cymbals, timpani notes often have durations, and they can be cut off with the
same technique. However, be careful that you know what you're doing when using
note-ons or note-offs to cut off a timp sound: sometimes you should let the
sound ring, and that's not always obvious in the notation.
Like snare rolls, timpani rolls should be randomised or laid in by hand, but
you have to take the variable duration of a timpani note into account. In a
convincing roll, the individual strokes overlap. If you are step-entering,
make this so by setting the durations after the fact to 125-150% of their
original values. If you are playing the roll, use the sustain pedal to keep
the notes ringing. Be careful when using sustain, however, that you don't use
up all your instrument's polyphony in the first 16 or 24 notes. You might have
to use sustain sparingly, or not until the very end of the roll. Another
useful technique is to put the timpani sound through a limiter (if you're using
a multi-timbral synth, put it on its own output), so you can take advantage of
the sound's wide dynamics without swamping the rest of the mix.
REAL-TIME CONTROL
Volume is one of the most powerful tools the MIDI orchestra has, but a lot of
people don't know how to use it, or even what it is. Part of the reason is
that it is often confused with velocity. The two however, are totally
different animals.
Velocity is part of the note-on command ((its also in note-off commands, but
rarely has any meaning there). It represents how fast a key moves after it is
struck, which usually corresponds with how hard it was struck. Most commonly,
velocity controls the initial volume of a note, and often it controls its
timbral qualities, such as brightness or attack time, as well. How velocity
affects a note is entirely up to you: you can design a patch so that velocity
changes the volume of the note after it speaks (the sustain portion of the
envelope, not the attack), or you can design one in which it does nothing at
all. The important thing to remember is that velocity is a one-shot event,
specified at the beginning of the note, and after it is sent there's no way to
change it.
Volume however, is a continuous controller command, and as the term implies, it
is used to continuously vary the volume of a sound any time - either when it
first sounds, or as it plays. Volume commands override velocity bytes: if a
volume command of zero precedes a note-on, the note will not sound, no matter
how high the velocity is. Subsequent non-zero volume commands can then be used
to fade the note in. In this scenario, the velocity can be thought of as
controlling the maximum volume that sound will reach and the timbral quality,
while the volume commands determine the moment-to-moment levels. Volume
messages are almost universally responded to by MIDI instruments and are always
responded to in the same way, although on some instruments you can program
patches to ignore them.
How does this tie into our discussion of orchestration? First of all, since
volume is changeable over a note's duration, it can be used to create swells or
fades in a way velocity cannot. Although a patch can be programmed to change
in volume (through its envelope), that change will take a specific amount of
time, and it cannot be altered after the note starts. volume lets you create
dynamic changes of any type. level or length - in effect, an envelope with an
unlimited number of segments, which can be altered in real time. Since
orchestral wind and string players are constantly adjusting their volume,
either for expressive purposes or to blend better with the ensemble, this lets
you get very close to the real thing.
PAGE 4
There's another, more subtle distinction between velocity and volume. Velocity
can be thought of as corresponding with the 'dynamic1' level of an instrument,
whether its piano, mezzo-forte, or fortissimo. These terms have as much do
with intensity of a sound as with its actual volume, which is important,
because in a real orchestra, notes with similar dynamics on different
instruments will come out at very different volumes: a fortissimo bassoon is
many dB softer than a fortissimo bass drum. So MIDI volume lets you adjust the
level independently of the dynamic, as you were moving closer or further away,
or moving a fader. So while velocity represents the intensity of the more,
MIDI volume represents how much it moves the VU meter.
When creating crescendo and diminuendos on top of phrases (as opposed to held
notes), think about the effect you're aiming for. Do you want the instrument
to sound as if its being blown or bowed harder and softer, or just to sound as
if its moving closer or further away? If the former, use velocities; if the
latter, use MIDI volume.
If you're in mono mode (which is not a bad idea for simulating wind
instruments), you can't use velocity at all with legato phrases, so you have to
rely on volume. One very expressive effect is to generate a bright tone which
is very soft, by playing a note with a high velocity and putting a low volume
value right where it starts, then fading up the note with more volume commands.
You can also use volume (or other controllers) to create a sforzando effect, in
which a note gets a hard attack, then gets immediately softer, and then grows
back up. There are plenty of pre-programmed sforzando brass patches available
for most every synth, but maybe you don't want your sforzando to be timed
exactly the way the patch envelope dictates, or you want to use the effect on a
different instrument, like a clarinet or viola. In these cases, use a
constant-level patch, and add the appropriate controllers after a high velocity
keystroke.
MIDI volume is most commonly added with a foot pedal or a slider on the
keyboard. Aftertouch also makes a good controller for volume changes, because
it is an intuitive way to effect a crescendo. Try designing a patch so that
aftertouch is mapped to level (but be careful not to set it up so that the
minimum level is zero, or your notes will never start on time). Or else record
aftertouch information in a track and then, using your sequencer's controller-
altering functions, change it to MIDI volume.
One thing to be very careful of with MIDI volume however, is quantisation or
'zipper' noise: jumps in volume that are too large and too fast will sound very
unnatural, so you'll need to pack your volume data relatively densely. On the
other hand, data that is too dense can cause your MIDI line to choke up and
induce timing delays, but that's a different can of worms. Follow this rule:
Use as much as you need but no more.
MIDI CONTROLLER FOR REAL EXPRESSION
Besides volume, there are many other tools MIDI gives us to make sounds more
expressive. The best ways to improve the realism factor of a synthesized sound
is to give it a vibrato that changes over time, not just in depth, but also in
rate. For example, aftertouch can be used to change vibrato rate while mod
wheel controls depth, or vice versa. Since the apparent intensity of a note is
often related to its vibrato speed or depth, aftertouch is a very natural way
to control it - and if aftertouch is also controlling volume, you can get very
expressive with it. Also try using foot pedals, data sliders or, if you're
lucky enough to have one, a breath controller.
PAGE 5
Not only vibrato but also timbre can be altered in real time. Wind instruments
tend to get brighter when they get load, and string instruments noisier, so
having a controller mapped to a particular layer, operator, or filter that
deals with those aspects of the sound can create realistic effects. They can
be especially useful when you need to make a sound emerge through a thick
texture and you don't want to pump up the volume too much. Again, use real-
time controllers that works for you.
Ends of notes are important. Most patches can give you a fairly realistic
release envelope, but sometimes you need to make it longer or shorter, and
sometimes you need more to be going on than just a simple volume fade. very
often before a note's level goes to zero, the timbre will get darker and the
vibrato will stop. This is particularly noticeable with soft wind sounds. (To
get a really good pianissimo flute fade-out, drop the fundamental tone first,
and fade out the breath noise note that crescendos and then stops abruptly can
be made much more dramatic by increasing the vibrato and brightness right up to
the cut-off. The more control you have over all the parameters of the sound,
the more realistic you music will be,
MIXING
Creating good orchestral sounds is only half the battle: you also have to mix
them. How do you place the different instruments in the stereo (left-right)
and reverb (near-far) perspective can go a long way towards helping the sense
of realism.
Since the strings are the largest instrumental group of the orchestra, they
should be spread wide. Ideally, you would use separate channels or instruments
for the different sections, in which case you should arrange them according to
the conventional orchestra layout. SEE ENCLOSED 'Orchestra.Pic' (Figure 2.)
for reference! (If the individual sections are in stereo, use the same panning,
but make the stereo spread on each section very narrow.( It should be noted
that some conductors and composers put the first and second violins on opposite
sides, with the violas, cellos, and basses in the middle. If your piece is
highly conceptual, and the first and second violins have equally important
parts, this arrangement can be very effective. SEE ENCLOSED 'Orchestra.pic2'
(Figure 3.)
If all your strings are one one channel use a pitch-based stereo spread. In
this case the high notes should be on the LEFT and the low notes on the RIGHT.
Add reverb to taste: some synths don't need it, while others, which start out
more 'in your face', can benefit greatly from it.
Woodwinds like to be more centred - maybe 10 o'clock and 2 o'clock on the
mixer. Individual instruments should be placed carefully, and stereo samples
of flutes and clarinets are totaly unneccessary in an orchestral context.
Woodwinds also can take a little more reverb than strings, to put them further
away from the listener and help them blend.
Brass can be spead out more, although French horns sound best right up in the
middle. Again, if you're using a single channels for the whole section, pan
the high notes to the LEFT and the low notes to the RIGHT. Lots of reverb on
these instruments helps them blend and gives them more of a concert-hall
ambience. Keep in mind that at lower frequencies our ears' sense of direction
is not a good, and so won't help the image much, and may actually lead to
trouble further down the road if your music is going to be broadcast (where
mono compatibilty is always an issue) or cut into (remember?) vinyl.
Timpani and bass drum, like other low instruments, work best panned towards the
centre, while the rest of the percussion family can be spread around, athough
not too far, lest they sound like they're being piped in from another planet.
A cymbal climax is more effective if it doesn't come far off to one side or the
other.
PAGE 6
Stereo pan positions can be set on the synths themselves as part of each patch,
or they can be determined at the begining of the sequence by sending the
appropirate PAN controlller (#10) message on each track, if your synths respond
to that. Zero is left, 64 is centre and 127 is right. Some instruments use 0
or 127 for disabling or reversing external pan control, or for setting up a
random pan, so watch out for those. DON'T change the pan position of things in
the middle of the piece. Instruments of the orchestra do not normally get up
and walk around (at least not while the tape is rolling), and neither should
yours.
If you are using nothing but single-timbre synths, the process of panning and
mixing instruments is relatively straight forward. With multitimbral units
however, you have to make decisions about output assignments before you start
mixing. If the unit has only two outputs, then you must try to create a stereo
spectrum as best you can, and more or less forget about different delays,
reverbs, or other processing on different voices. If the synth has multiple
outputs, try to use them in stereo pairs: for example, the strings on one pair,
the woodwinds on another, and the brass on a third. Percussion should be
divided up into as many outputs as possible because timpani and bass drum, as
mentioned earlier, might want some limiting, the snare drum might benefit from
a diffuse reverb, and the wood blocks and tambourine might be happier with a
bright, sharp reverb.
If you don't have enough outputs, you can combine sections: the strings and
woodwinds can go on the same output pair, with the winds panned closer to the
centre. In a pinch, the brass can survive going out of a single output, but
they will be helped greatly if you have a quality reverb that can create a good
stereo image from mono.
A solo instrument, like a concert-style violin or piano, should be panned right
up the middle. If there is more than one soloist, they can each be set off a
little away from centre, but should be ballanced around the centre. Reverb on
solo instruments should be used sparingly: the illusion should be that these
instruments are up at front to the listener. If you use too much reverb, they
will sound like gigantic prehistoric monsters lurking behind the trombone
section.
SMALL ORCHESTRAS AND BIG BANDS
The same principles apply to mixing acoustic-style instrumental ensembles other
than symphony orchestras: use level, panning, and reverb to recreate the way
the group looks on stage. generally speaking, melody voices can be spread
fairly wide left and right, as long as they ballance each other, while bass and
rhythm instruments belong in the middle. Soft instruments should have less
reverb so they sound up front, while louder instruments can have more ambience
around them.
A string quartet is arranged in the same way as a string orchestra: from left
to right, first violin, second violin, viola and cello. A wind quintet has the
flute and obow on one side, the horn in the middle, and the clarinet and
bassoon on the other. A mixed chamber enemble will often have strings on one
side, with the highest-pitched in the front, while the horn, if there is one,
sits at the back in the middle. A larger ensemble, such as for a baroque
concerto, will put the strings in the fronts, then winds behind them, and the
harpsichord and bass in the back or off to the sides.
There's a lot of call these days for the sound of big jazz band. Big bands are
set up so that the saxes (five of them) are in front, the trombones (four)
behinbd them and the trumpets (four) in the back, on risers. Each section
takes up the same amount of physical width, so in your MIDI big band, they can
be spread about equally in the mix. SEE ENCLOSED 'Big Band.pic' (Figure 4.).
Less reverb on the saxes gives a better definition, while more on the trumpets
makes them more dramatic. bass should be in the middle, and piano and guitar
can be off to the sides.
PAGE 7
Big band drums are the exception to the 'what-you-see-is-what-you-hear' rule.
on stage, the drums are usually on one side, but that sounds strange on a
recording, so you should put them in the middle. How much you spread them out
will depend largely on how much you want the drums featured: if you want to
sound like Basie's band, they can be fairly narrow, but if you have delusions
of being Buddy Rich, make 'em wide (and much too loud).
BEYOND THE ORCHESTRA
Now we've discussed how to construxt a 'real' orchestra, we'll now attempt a
little deconstructing. Today's MIDI eqiupment can go a long way towards
simulating an orchestra, but it can also go a long way beyond that role. In
the rush to please clients, prefessed desire for 'realsim', let's not forget
the flexibilty that electronic instruments give us.
Those of us who have grown up with orchestral sounds in our ears can be counted
on to have certain predictable emotional reactions when we hear them. Putting
those sounds into contexts we're not used to can have a striking effect.
Composers like Stravinsky, Messain and Varese had to ask orchestral players to
do unconventional things with their conventional instruments to creat new
sounds, but electronic musicians have available to them a palette of literally
millions of unique and ecocative sounds, each as accessible and easy to play as
any realistic sound. The juxtaposition of familiar sounds with unfamiliar ones
can induce a strong reaction in the listener.
Try mixing instruments that wouldn't normally be heard together, like a
harpsichord and a gong, or a low, loud flute and a high, soft trumpet. USe
vocal samples mixed in with instrumental ones to give a 'human' effect (Gustav
Holst was one of several early 20th Century composers who used vowel singing
vocalists as orchestral instruments). Double a natural sound, like a sampled
violin, with an unfamiliar one, like a bell with a slow attack. Create a
stereo image in which an oboe is imense (lots of delays and stereo spreading)
while a tuba is tiny (no processing and low volume). Set up a harmonic pad
using an exotic, shifting, evocative background, and play melodies in front of
it on ordinary instruments, like piccolo or xylophone.
Remember that Orchestral music was once only producable by symphony orchestras,
and hundreds of years of listening to them have influenced the Western ear
tremendously. With MIDI gear you can do a very convincing re-creation of an
orchestra, if you pay attention to the details that make up the sound. And
once you've learned how to do that, you can add in other sounds, giving your
music a sense of dimension and context that you couldn't accomplish any other
way, and that Stravinsky can only dream about..
Kevan R.Craft
12 Mount Road
Halton
Runcorn
Cheshire. WA7 2BH.
England. U.K.
Tel: +44 0928 563762
4407 Words