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Doing The String Thing
By Sam Molineaux
String parts are among the easiest parts to score; surprisingly
little can be written on a staff that a good string
player can’t perform beautifully. This is great news
for composers, arrangers, and orchestrators, but it’s
the sort of thing that makes synth players break out
into a sweat. Trying to emulate all the nuances of a
good string performance using a sampler or a sample-based
synth is at best very difficult and at worst downright
impossible, a situation that is not helped by the fact
that many synths and sample libraries fall short when
it comes to solo string samples.
Happily,
performing string sections from a keyboard is relatively
easy. Bunch those pesky string players together, and
many of the finer points of articulation and expression
tend to get lost in the crowd. They’re reasonably easy
to sample en masse and forgiving when controlled from
a keyboard. (For information on sampling string ensembles,
see "All Together Now" in the June 1998 EM.)
But
solo strings are an altogether different story. For
one thing, due to memory constraints, the average synth
only offers one kind of articulation on a solo string
patch. "Many synths don’t even have different samples
for violin, viola, and cello," points out composer
orchestrator, and keyboard player Tom Zink, who specializes
in programming orchestral emulations for individual
clients and companies such as Coda, Kawai, and Yamaha.
"They’ll maybe have one sample and just change
the timbre a little bit and call it something else."
As
a result, your choice of pitch range, articulation,
and instrumental effects is considerably limited before
you’ve even played a note. The obvious solution, Zink
suggests, is to "use a very good sample library
such as the Miroslav Vitous Symphonic Orchestra Samples
[reviewed in the September 1995 EM] or the Denny Jaeger
Master Violin Library."
In
short, the situation isn’t ideal, particularly for keyboardists
who can’t hire a real string player or buy a fully expanded
sampler and high-end sample library. Nevertheless, there
are steps you can take to improve your solo string parts
to the point where you can achieve an acceptable level
of realism.
(Almost)
Anything Goes
Obviously,
you always need to be aware of the pitch range of the
instrument you’re writing for. Don’t go below the range
of the instrument, but also watch out for your sample’s
realism in the upper part of the instrument’s range.
This may be a little restrictive with violin and cello
parts, but not so much with viola, which is rarely played
high in its range. "Stick to the low or middle
portion of the instrument’s pitch range," offers
programmer Terry Wilson, whose synthesized instruments
are used by such film composers as Georgio Moroder,
David Kitay, and Anthony Marineli.
Other
than pitch constraints, however, it’s virtually a case
of anything goes. "Strings are extremely versatile,
especially cellos," explains Zink. "Because
their instruments are tuned in fifths, string players
can jump all over the place, and they can do incredibly
fast lines, slurs, or very quickly repeated bowing on
a note. It’s actually the opposite of what you might
expect: there’s pretty much nothing that you can do
on a keyboard that you couldn’t do on a stringed instrument—except
play ten notes at once!"
Violinists
and cellists might not be able to play ten notes at
once, but they can play two, three, or even four notes
with relative ease. However, cellist Matthew Brubeck
points out that double-stopping intervals of a fifth
is somewhat difficult for a string player, and 4-note
chords must be "spread," or arpeggiated. (The
son of famed jazz master Dave Brubeck, Matthew leads
the Matthew Brubeck Quartet, plays with the Berkeley
Symphony, and has backed up such pop singers as Jewel
and Tom Waits.)
Keyboard
players should be cautious when playing chords with
string sounds, because the results often sound unnatural.
"It’s strange, but you even have to be careful
about synthesizing effects that are common on the real
instruments," says Zink. "Double stops can
work great if they’re short and bowed strongly [detaché],
as is common in cello lines, but if you’re playing them
from a keyboard, they tend not to work when sustained
or played legato. I generally avoid playing more than
two notes at once, and I try not to use double stops
that often."
Think
Differently
In
any attempt to emulate another instrument, half the
battle is working out how to translate the idiosyncrasies
of phrasing and articulation on that particular instrument
into an appropriate keyboard line. That usually means
adjusting your playing technique. "With strings,
it’s good to play with an even touch; dynamics should
generally be controlled with the master volume rather
than by how hard you strike the keys," suggests
Wilson. "You can actually sound more realistic
by prevention," adds Yamaha sound designer and
style programmer Nate Tschetter. "For example,
try playing with the articulation that’s sampled into
the sound."
"The
biggest thing that makes strings sound synthy is that
keyboard players put both of their hands on the keyboard
and just start playing," states Zink. "I recommend
always playing or programming string parts individually,
one line at a time. That way you can approach it like
a real player does and concentrate on articulating it
right."
In
addition, with only one hand on the keyboard, your other
hand is free to operate the modulation wheel or another
assignable controller so you can make real-time changes
to add natural-sounding expression to your string line.
"I regularly use Controller 7 [Volume] and Controller
11 [Expression] at the ends of phrases to drop the volume
slightly, like real string players do before they release
or lift the bow," reveals Zink, who does a lot
of orchestral emulation for the Yamaha Disklavier library.
"Controller 11 is good for emulating swells,"
he adds, "and in XG synths, there’s a dedicated
controller for changing the attack and decay rate, which
can be extremely useful on solo string sounds."
Altering
attacks from note to note can really help your string
line sound realistic. Real string players alternate
downbows and upbows, and they rarely play consecutive
notes with the same attack. Subtle changes such as these
contribute greatly to the expressive nature of the instrument.
To slightly alter the attack rates on a Yamaha XG instrument,
you can use CC 73 (Attack Time), assigning it either
to a physical controller such as a slider or to key
Velocity. If you’re using a sampler, you can do a similar
thing with the Sample Start function, moving the start
time slightly with a wheel, slider, or Velocity.
You
could also emulate Terry Wilson, who loads up his Roland
S-760 with several different, sampled attacks on separate
MIDI channels. "There’s a feature in Emagic’s Logic
Audio that allows you to randomize the MIDI channels.
When I’m programming a string line, using that feature
to switch between different sampled attacks really helps,"
says Wilson. "I’ll take maybe a couple of attacks
from the Denny Jaeger library, one from Best Service’s
Peter Siedlaczek’s Advanced Orchestra sample CD library
[reviewed in the September 1998 EM], and perhaps one
or two others that sound similar from elsewhere. Then
I’ll trim them up so they’re the same length, but each
with a slightly different tonal color. You have to randomly
switch between them, though, because if you formed a
pattern, it would sound almost as unrealistic as just
playing the same sample over and over."
That’s
a sophisticated way to go, but even alternating between
two samples—say a heavy attack for a downbow and a lighter
attack for an upbow—can work. "If your instrument
supports a key rotation scheme, you can use that to
switch between two samples from one key press to the
next," suggests Tschetter.
The
biggest telltale sign of a synthesized string line is
when you hear an initial attack with every note. A real
string player commonly plays several notes in the same
bow stroke to get a legato effect, or slur, but this
simple musical figure is difficult to achieve using
string samples controlled from a keyboard. One possible
solution is to alter the level of your sample’s attack
in real time, using one of the aforementioned controllers.
Alternatively,
if your synth or sampler supports Mono mode (whereby
the attack portion of the sound only retriggers when
you play distinct, detached notes), you can experiment
with that. Beware, though, as even this can sound unnatural.
"I have never had much luck with Mono mode,"
warns Zink. "For one thing, strings can play more
than one note, and a lot of times they do. When performers
phrase between notes on different strings, they might
not lift their finger up from the last note, and there
can be quite a lot of overlap. Mono mode has an unnatural
cutoff; even when two notes don’t overlap, if the notes
are slurred, your ear can fool your mind into hearing
a very slight overlap."
Zink
gets around this problem by purposefully using a short
overlap, which has the psychoacoustic effect of diminishing
the amount of attack on the second note. This is something
that’s far easier to do in a sequenced string line than
in real time, where simply moving a controller to reduce
some of the sampled attack is perhaps more practical.
Common
String Techniques
Some
of the easiest things to play on a stringed instrument
can be the hardest to emulate from a keyboard. Vibrato
is a good example: most solo string samples include
vibrato in the sample, which is by far the best way
of achieving maximum realism. However, it can also be
very restrictive.
"The
problem with having vibrato sampled into the sound is
that you have no control over it," notes Tschetter.
"If you can control it yourself using an LFO, you’ll
have more freedom to use and assign it as you wish,
depending on the style of music you’re performing or
programming. For example, country fiddle players have
a very wide pitch depth on their vibrato, so you want
to set that parameter accordingly. It’s nice to control
filter, amplitude, and pitch for vibrato; if you can
control the depth with the modulation wheel and the
rate with Aftertouch, it can sound really good."
"It’s
quite important to change the vibrato rate depending
on the style of music and also the dynamic," agrees
Brubeck. "String players in general vibrate faster
when they play louder, and in earlier styles of music,
such as baroque, vibrato would only be used as an ornament,
whereas in later styles it’s more of a constant."
It’s
also worth bearing in mind that the lowest note on any
stringed instrument is always played sans vibrato. The
same thing is true if you’re emulating a string player
tuning up, where they would be bowing or plucking only
the open strings.
On
the subject of plucking, or pizzicato, most orchestration
books note that string players generally can’t do fast
pizzicato runs, and that’s something to bear in mind
if you’re playing or programming in a classical idiom.
However, there are exceptions to that rule, as Brubeck
explains: "If you want something to sound orchestral,
you can’t use techniques that nonorchestral players
have worked on. Acoustic bass players who are schooled
in jazz, for example, can play pizzicato a lot faster
than classical players simply because they spend more
time doing it. The same is true of cello; I can play
pizzicato much faster than most cellists because I use
a 2-finger technique, whereas most cellists are trained
just to use one finger."
Another
common string effect is tremolo, which is rapidly repeated,
short-bowed notes. Because it’s impossible for a keyboard
player to restrike the keys as fast as a string player
can play tremolo, this is another effect that works
best when recorded as part of the sample. But what if
your synth doesn’t have that sample? "Try using
an amplifier and filter LFO with a square wave shape
going really fast and deep," suggests Tschetter.
Occasionally
your string line may call for a glissando; simulating
that is almost impossible. Depending on the style of
music, there are two ways to go. Using regular Pitch
Bend can work for the cliché, Psycho effect.
However, string players often perform glissandi by fingering
and playing each note individually. A standard keyboard
glissando is the only way to attempt this, although
you’re restricted to a diatonic scale along the white
keys (and exact pitches), which isn’t altogether ideal.
"A
glissando is something I wouldn’t even try to play live!"
says Zink. "I’d program it into a sequencer and
probably draw in the bend. If you listen to a string
glissando or pitch bend, you’ll find they tend to start
off slowly, and then they’ll go faster, so you should
draw a curve that is not completely linear. There are
often some other things going on, though, such as volume
changes and tonal changes, so you want to use a filter
as the bend occurs. On the XG, for example, I’d use
Controller 74 [Brightness] to control the timbre on
this effect."
Really
Subtle Stuff
One
major stumbling block when performing stringed instruments
from a keyboard is that, unlike keyboard instruments,
fretless orchestral strings aren’t constrained to playing
only twelve divisions of the scale. Fiddle players and
jazz/blues players use this to great effect, so using
Pitch Bend freely in those styles can be good. Classical
players rely more on vibrato for this type of expression;
however they misfinger notes sometimes, accidentally
or deliberately.
"Most
string players at least try to center the pitch if they
miss, so you can assign a pitch EG that subtly detunes
each note and slowly draws itself back in. The rate
at which it does this can be your player virtuosity
factor," suggests Tschetter. "Then you assign
the pitch EG depth to Velocity to give you control over
it. A simpler way would be to just assign small amounts
of fine tuning to Velocity or Aftertouch, but that’s
not as convincing."
"Good
string players are actually very deliberate about their
mistunings, and part of what makes strings unusual is
that they don’t play in tempered tuning, like a piano
or other keyboard does," remarks Zink. "There’s
a cool program called Justonic Tuning Pitch Palette
[described in the January 1997 EM "What’s New"
column] that looks at a MIDI file, analyzes every chord,
and then retunes each note within each chord to just
tuning. It only works on synths that accept microtunings,
though, because it uses System Exclusive microtuning
information. I’ve used it with my XG module, and it’s
really pretty happening—definitely the next step toward
instrumental realism."
Specialissimo
Effects
String
players regularly employ an assortment of special effects
to vary the tonal color and add musical interest. For
example, they play near the bridge (sul ponticello)
to create a pinched sound, rich in high frequencies.
To simulate this, try using a sweepable bandpass or
highpass filter. They can also mute the strings (con
sordino), which produces a quieter, rather muffled sound.
If your synth or sampler doesn’t have its own solo muted
string patch, applying a lowpass filter with resonance
might work. Another well-known special effect is snapping
the string back onto the fingerboard (Bartók
pizzicato), which you could attempt to emulate by layering
an unpitched percussion sound to your pizzicato sample.
One
common effect involves the use of harmonics. Finding
a good harmonic sample could be a problem, and as with
all of the aforementioned effects, you’ll have to come
up with some convenient way to bring it in and out when
required.
"I
would use sample Velocity-switching and assign high-Velocity
notes to play the harmonic sample and the lower-Velocity
notes to play the regular string sound," says Tschetter.
"You can then use yet another controller, such
as a footswitch, to bring the samples in and out."
The
Finishing Touch
A
little reverb can go a long way on a solo string line,
but the easiest way to make a string sample sound unrealistic
is to drown it in reverb. So don’t overdo it. "In
a concert hall, the strings are close to you, and they
don’t seem to put out the kind of timbre that bounces
off the wall," explains Zink. "I always use
a separate reverb for strings and use far less of it
than I would on, say, a brass or woodwind sound. I also
mute the high end of the reverb so it’s more midrangey,
and I make it shorter."
"For
country fiddle, an amp simulator with a very slight
amount of distortion can sound cool," adds Tschetter.
Of
course, the oldest trick in the book for achieving a
convincing sound is perhaps the easiest and quickest
one to implement: hire a real string player. "Think
about how much time you actually spend getting a really
good sound and all the effort it takes to do all that
programming. If you just stick a microphone up in front
of somebody’s instrument, that’s the closest you’ll
get to realism," concludes Brubeck.
But
hey, who wants to take the coward’s way out? Not me.
Sam
Molineaux became semiproficient at the violin, viola,
and cello before she reached puberty, at which point
she switched to the synth, which was far more rock ’n’
roll. She’d like to thank Matthew Brubeck, Nate Tschetter,
Terry Wilson, and Tom Zink for their invaluable help
with this article. Note:
This article appeared in the October 1998 issue of Electronic
Musician
This article presented courtesy of Electronic
Musician magazine.
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