When
I encountered my first software sequencer more than a decade
ago, I was blown away. As a young music educator, the appeal
of the technology was irresistible: I could produce electronic
realizations of the music I was teaching by creating multiple
tracks of musical-performance data to trigger sounds from a
synthesizer. As a composer, I also liked the potential to quickly
create mockups of new pieces for prospective clients, performers,
and publishers.
Soon, however, I began to understand the musical limitations
of sequencing software and of the synthesizer sounds it could
trigger. A symphonic realization I'd sequenced sounded like
the score from a low-budget kung fu film, and a brass quintet
came off like a cheesy background track for an old video game.
Musical associates who were undisposed toward technology would
say that a MIDI sequence could never replace the musicality
of real musicians playing real instruments. Sometimes that is
true, but it doesn't always have to be so. With a bit of effort,
you can make sequences sound much like a real ensemble.
LET'S START AT THE VERY BEGINNING
The first thing to understand about a MIDI sequence is that
it does not include audio. Rather, a MIDI sequence records which
notes you played, when you played them (the tempo and rhythm),
how quickly you struck each note, and when you released the
note. It can record a lot of other information, as well, and
we'll discuss that later, but these are the basics. Most of
today's sequencers also can record audio, but not with the MIDI
part of the program.
A typical sequencer also includes transport controls, so called
because they emulate the Play, Stop, Rewind, and other transport
features of a tape deck. You also usually get a Tracks window
that emulates a multitrack tape recorder so you can see what's
happening in each track.
MAKING IT REAL
How can something using recording performance data rather than
actual acoustic instruments in order to trigger a synthesizer,
sound real?
To start with, if you are a good player, you can record your
real-time (live) performances into the sequencer. There are
limits as to how smoothly this works, because MIDI divides most
things into 127 steps, whereas audio changes smoothly and continuously.
But if you use good sounds when playing back your performance,
the results can fool most people. You don't even have to be
a keyboard player; you can find guitar, percussion, violin,
wind, and other MIDI controllers. (A controller is the part
of the instrument you play, but without the sound-generation
electronics, such as a keyboard that controls a separate synthesizer
module or software.) The technology isn't perfect, but it's
often quite good.
Second, as I noted earlier, most modern sequencers can record
audio, as well as MIDI; therefore, they are often called digital
audio sequencers. You can record sound with them much as you
would with a tape recorder, but with far more editing options.
Sequencers' audio features, however, are beyond the scope of
this article; we're going to focus on MIDI because MIDI files
are small, and consequently are easy to save to a computer drive,
post on a Web site, and attach to e-mails. They allow you to
change a track's instrument without playing the part again,
so that a piano part can become a harpsichord part. In some
ways, MIDI files are easier to edit than audio tracks are.
Over the years, I've created fairly convincing and expressive
MIDI sequences by drawing on the same principles of traditional
orchestration that I encountered in my formal study of composition.
Educators and their students can use these principles to produce
more musical and interesting MIDI sequences. I call these principles
sequence-stration.
SEQUENCE, SCHMEQUENCE — WHY BOTHER?
Before I offer tips on how to make your sequences sound good,
let me first say that it's worth the trouble. Many educators
sequence (the verb for creating a sequencer file) accompaniments
for use with their students in class, rehearsals, and performances.
It's like having a virtual accompanist at your disposal. You
don't even need to be a proficient keyboard player to do it.
Playing notes from your MIDI keyboard or other controller, you
can record the music for each track at as slow a tempo as you
like, and then have it all play back at full speed. You can
even enter one note at a time using a MIDI controller or a computer
keyboard and mouse, which is called “step recording”
or “step entry.”
Software sequencers allow you to record as many tracks as your
computer's RAM (memory) will allow, and you can choose sounds
for each track from among the many timbres available on your
synthesizer. If you make a mistake or just want to try something
different, making edits is a breeze. Notes can be altered individually
or in groups in a variety of graphic and text-based modes, at
least one of which will seem intuitive to you. Because the data
doesn't take up much space (unlike digital audio), you can create
lots of tracks without needing the latest, fastest computer.
Good pianists may want to record accompaniments in real time
so they can use them in class or in rehearsals. Freed from the
piano, they can give their full attention to conducting, attend
to classroom-management issues, or assist students in other
ways.
Sequencing software also allows you to alter parameters that
you don't normally get to fiddle with when using CD-based accompaniment
tracks. For instance, you can slow the tempo without lowering
the pitch — useful when first teaching a song. You can
mute all but one track to help strengthen that part, or mute
a single part for a Music Minus One effect. You can even post
your sequences to the Web for students to access and work with
at home. Students can use sequencing to experience composing
and arranging in a new way. There are many more ways educators
can use sequences, but you get the idea.
The educator who does the extra tinkering required to improve
his or her sequences will be well rewarded. Students are motivated
to achieve excellence when they sing or play with better musicians;
they will respond similarly when working with a compelling sequence.
Good-sounding sequences can also be used in performances, not
just rehearsals; many professional acts use sequences in concert.
Finally, you'll get the same aesthetic satisfaction that composers
and arrangers get when they create as you work at your sequenced
creations.
SOUND ADVICE
One of the easiest ways to get better-sounding music from your
sequences is to play them back using quality sounds, such as
those found on more sophisticated hardware and software synthesizers.
Each instrument has its good sounds and its bad sounds. It is
usually a lot easier to synthesize percussion, keyboard, and
electronic instruments. Despite the improvements of physical
modeling, wind instruments are the toughest to synthesize because
their spectrum evolves over time in complex ways. Arco string
sounds may sound attractive at first but generally come across
as synthetic when overused. Pizzicato strings are easier to
synthesize because of their percussive quality. Try to feature
your synthesizer's best sounds in your sequences. Use necessary
but less-convincing sounds in the background.
That said, following the guidelines presented here will make
sequences played back on the average educator's General MIDI
(GM) synth or sound card more musical and enjoyable. In fact,
there is an advantage to sequencing with GM sounds: you can
rely on hearing more or less the same instrument sound from
any GM synth, so you retain a high degree of sonic consistency
when moving between the various locations where you teach.
There are 128 General MIDI sounds, organized by category (see
the sidebar “General MIDI at Your Service”). For
each sequence-stration principle, I'll offer specific examples
using GM programs, referred to by number. (Creating synthesizer
sounds requires programming the instrument, so the resulting
sounds are generally called “programs.” Sometimes
they are called “patches,” a reference to modular
analog synthesizers, in which sounds are created by connecting
separate modules with patch cables.)
IDIOMATIC WRITING AND PLAYING
I enjoy playing a game with participants in my music-technology
courses. I perform short examples on a keyboard synthesizer
to see who can guess which program I am using. At first I play
instrument-appropriate examples with the appropriate program:
a Bach-like contrapuntal passage on Harpsichord (GM 7) or funky
octaves with Slap Bass 1 (GM 39). Armed with a list of GM sounds,
almost everyone correctly guesses the programs chosen, and the
general reaction is that the sounds on the synthesizer are fairly
good — even if I use an unconvincing program, such as
when I play “Dance of the Ballerina” from Petrushka
on Trumpet (GM 57).
Then I turn the tables, playing various programs in uncharacteristic
ways. Perhaps I'll play something in the high register with
Timpani (GM 48) or perform a chorale using Fretless Bass (GM
36). Now it is much harder to guess which programs are being
used.
The point is that when striving for realism when sequencing
an instrument part, try to make it as idiomatic as possible.
Stay in that instrument's range and employ typical gestures
associated with it. Think things through from a player's viewpoint.
For instance, if you are using a MIDI keyboard to enter a guitar
part, ask questions like “How many strings do I have to
work with?” and “How would they be played —
in a pick pattern or strummed?” That will tap into the
listener's expectations, and they will find your sequences more
convincing. (Of course, if you're lucky enough to be able to
use a guitarist playing a MIDI guitar controller you'll get
an even better result.)
Many sequencing programs provide a “humanize” feature
that, by adding slight, random variations to note timing, key
velocity, and duration, goes a long way toward making your sequenced
music sound less sterile. Doing this is as simple as highlighting
the notes you want to alter and then choosing “Humanize”
from a menu. Unless you have developed the skill to play parts
from a keyboard in a natural, realistic manner — which
can be done with practice — it can be difficult to sequence
a good snare drum or timpani roll without humanizing.
Another idiomatic concern is whether you are sequencing a solo-instrument
part or a section part. If you're writing for sections, try
using Synth Brass 1 (GM 63) rather than Trumpet (GM 57) or Synth
Brass 2 (GM 64) instead of French Horn (GM 61). Also, try using
String Ensemble 1 or 2 (GM 49 or 50) in place of Violin (GM
41) or one of the other individual string instrument programs.
Where you need a string- or brass-section program but don't
have a good one, you can copy and paste notes into duplicate
tracks, then shift the timing of those new tracks slightly so
there is deliberate, though fine, phasing just as there would
be with real players. Most sequencing programs have a Shift
or Slide Data feature. Be sure to humanize each offset track
as well! (Another way to get a section sound from an individual
program is to apply chorus to a track.)
Better yet, if you have good keyboard skills, you can record
each part in the section separately, using solo-instrument programs.
That way, you won't need to humanize, shift, slide, or pull
any other fancy tricks.
One more thing: using programs in deliberately unidiomatic ways
can yield some great sonic results. For example, I love to use
the Rock Organ (GM 19) in the extreme low range to punctuate
a phrase. The program no longer carries its pop connotations
in that register, but instead sounds like a rich and ominous
effect pad.
TIMBRAL CONNOTATION
The style of a piece may suggest its instrumentation; capitalizing
on that will go a long way toward convincing your audience.
This is similar to idiomatic writing and playing in that it
draws on the listener's associations and expectations.
Our band performed an arrangement a while ago of Elmer Bernstein's
theme from the movie The Magnificent Seven. I sequenced all
the instrument parts, and for fun I doubled the melody on Picked
Electric Guitar (GM 28, low register) and Harmonica (GM 23,
midrange). Immediately, the kids sensed the spaghetti-western
association, and they enjoyed rehearsing with it. For “Bile
Them Cabbage Down” (a fiddle tune from their method book),
I assembled an electronic hillbilly band: Fiddle (GM 111) and
Pan Flute (GM 76) doubled the melody; Banjo (GM 106) picked
the chords in an idiomatically appropriate way; Acoustic Bass
(GM 33) and Bottle Blow (GM 77, the moonshine jug.) doubled
the bass line; and the GM Brush Kit provided the percussion
(see Web example 1).
A vocal-music colleague of mine created a wonderful performance
track for a medley from the Disney classic Mary Poppins by sequencing
the piano accompaniment and augmenting it with judiciously selected
instruments such as Tango Accordion (GM 24) and String Ensemble
2 (Warm Strings, GM 50) for “Chim Chim Cheree.”
My band recently did an arrangement of “Take Me out to
the Ball Game” as an audience sing-along. My 13-year-old
son made an excellent suggestion: add a ballpark-style organ
sound!
Use your imagination, and don't be afraid to take chances. You
aren't going to break anything by experimenting with sounds
and styles.
TIMBRAL ALCHEMY
The alchemists of old mixed various elements and chemicals in
their quest to fabricate prized metals such as gold. You can
do the same thing when sequencing by mixing two synth sounds
to produce a more complex timbre. I call this sort of layering
“timbral alchemy,” but really it's just doubling
using synth sounds. Here's how to double them the easy way.
Create a track and assign it to a good, basic sound. Copy the
contents of this track into a neighboring empty track. Then
assign this duplicate track to a synth program you feel enhances
the timbre of the original sound. Finally, adjust the levels
of each until the desired mix of the two is achieved. That is
essentially the idea behind the combination sounds on many keyboards.
Note that combinations don't always sound as you expect, because
parts of one sound could mask (cover up) parts of the other
sound. You need to experiment.
Getting the mix right is just as important as selecting complementary
programs. Sometimes you'll want a fairly equal blend, and sometimes
you'll want just a hint of one timbre. Set your levels using
the track's volume slider or the sequencer's virtual mixing
console.
Many successful combinations are traditional in conception.
Add definition to a String Ensemble 2 (Warm Strings, GM 50)
part by mixing it with Violin (GM 41). Try low-register French
Horn (GM 61) as a substitute for cello, or mix it with Cello
(GM 43) for a warm, continuo effect. Acoustic Grand (GM 1) can
add weight to the low register of String Ensemble 1 (Attack
Strings, GM 49) and Synth Brass 1 (GM 63).
You also can be inventive with layering. I like the way that
Pan Flute (GM 76) improves the onset transient of the Flute
(GM 74) and the way that Taiko Drum (GM 117) gives traction
to the attack of Rock Organ (GM 19). Add interest to one of
the more traditional GM instrument programs by combining it
with one of the GM synth programs, set at a low level.
For the theme to some instructional videos, I used a mixture
of three mallet-percussion programs: Vibraphone (GM 12), Marimba
(GM 13), and Xylophone (GM 14). I've created several successful
world-music lead instruments over the years by mixing varying
levels of Pan Flute (GM 76), Bagpipes (GM 110), Fiddle (GM 111),
and Tango Accordion (GM ). This works well when suggesting Celtic,
Eastern European, Middle Eastern, and other music (see Web example
2).
Layering is not only one of the most effective ways to add interest
to a sequence, it's also one of the most fun. Experiment with
various combinations to uncover some surprising and engaging
timbres.
OCTAVE DOUBLING
Your music-theory professor frowned upon parallel octaves, but
octaves can really open up the sound of your synthesized orchestrations.
That's because the sound that results from copying a violin
part up an octave or a brass part down an octave is more a function
of acoustics — reinforcing the second partial —
than of part writing.
I often use layering and octave doubling together. For instance,
if I were to sequence an orchestral piece with a exciting bass
line, I might use three or four tracks assigned to various sounds.
I could double Contrabass (GM 44) and String Ensemble 1 (GM
49) in two separate tracks for the written bass part. I'd probably
double it an octave higher in a third track assigned to either
String Ensemble 1 (GM 49) or Cello (GM 43). Finally, I might
double the original part at the unison, or an octave lower,
on Grand Piano (GM 1). What's cool is how simple all of that
is to do. After you record one track of data, just use your
sequencer's copy, paste, and transpose features to get the notes
where you want them in the other tracks.
Since synthesizers can play only a finite number of sounds and
notes simultaneously, there are limits to how much layering
and octave doubling you can do. You'll know you've exceeded
the limit if you hear parts dropping in and out.
TAKING CONTROL
The MIDI specification allows users to record or program an
assortment of controller messages that let you vary parameters
such as volume and pan position (setting the sound's left/right
location) to make sequences more expressive. If you've ever
used your keyboard's sustain pedal or pitch-bend wheel, you've
already sent controller messages without knowing it. Imagine
a piano part with no sustain pedal, and you can sense how vital
these controllers are to producing a convincing sound.
There are several types of MIDI controller messages. Some of
the most commonly used are Pitch Bend, Velocity (how fast you
strike a key), and several of the 128 numbered Control Change
(CC) messages. Many of these messages have obvious uses. Volume
(CC 7) messages work like a fader on a mixer; use them to set
initial and changing levels. Other controllers, such as Reverb
(CC 91), add timbral interest. Web example 3, an excerpt from
Country Dance (an original work for youth band) uses Volume
and Reverb messages, as well as humanizing, to add realism.
Other commonly used controllers include Pan (CC 10) and Chorus
(CC 93).
What a given controller message does generally depends on how
the synthesizer sound you're using has been programmed. With
a GM synth, the sounds have been preprogrammed to respond to
controllers based on the most common usage. For instance, Modulation
(CC 1) is most often used to create a vibrato effect. However,
with a programmable synthesizer, Modulation can be used to change
the decay time for a reverb or even to do several things at
once.
You can enter controller data with the mouse or with a control
device such as a pedal, pitch-bend wheel, or modulation wheel.
Some controller data is easier to understand when viewed graphically,
so most software sequencers also allow you to draw or paint
controller messages into a track. Many musicians use a combination
of entry methods.
Let's say you are not a skilled pianist, so instead of playing
a piano part live, you step-record the part one note at a time.
You have the notes and rhythm right, but it still sounds lackluster.
Perhaps the sound is too dry — that is, there is no natural
room ambience. Just a single Reverb controller message at the
start of the track can fix the problem. You can also add crescendo
ramps up and decrescendo ramps down at various points in a track
by using the pencil tool to draw in Volume data.
Add Sustain (CC 64) data by overdubbing sustain-pedal depressions
where you want them. Overdubbing allows you to record new material
to a track without erasing what's already there from previous
takes, like the notes you've just step-entered. Making sure
that the sequencer is set to Overdub Record mode, record-enable
the piano track, and press the Record button. As the piano part
plays back, press the sustain pedal, and Sustain data will be
entered. When you play that track back, it will sound as though
you had used the sustain pedal when recording. Because you're
using the pedal to enter the Sustain data, you don't even have
to know the CC number. Pitch Bend works the same way, using
the pitch-bend wheel.
Many dynamic changes can be made according to the velocity with
which you strike the keys. Be sure to take advantage of this
when playing in parts. The MIDI Velocity message is actually
part of the note message, but it can be edited separately.
THE 100 PERCENT RULE
If you take an arranging class, you'll probably learn about
the 100 Percent Rule. The idea is that if 100 percent of your
players are playing 100 percent of the time throughout an arrangement,
that arrangement is a loser because you will have no timbral
contrast or changes of texture to lend a sense of movement.
Instruments with similar ranges may stay in the same frequency
space, making the sound cluttered and uninteresting.
On the other hand, if you plot out an interesting organization
of your performing forces, perhaps building from a transparent
to a full texture, or passing material from one instrument (or
group) to another, the listener will want to follow the drama
of your arrangement. The same rule applies to electronic arrangements:
try not to overload your sequences with lots of instruments
playing all of the time. Listen to Web example 4, an excerpt
of Tito Puente's “Oye Como Va” for the beginning
of an arrangement using the 100 Percent Rule.
START SEQUENCING!
If you've had experience working with MIDI sequencing, it should
be fairly easy to implement these tips for improving the sound
of your sequences. Start with sequences you've already done
and try applying a few of the principals.
If you're new to sequencing, these suggestions may seem more
difficult than they really are. Don't despair, and definitely
don't give up on the idea of using sequencing in your teaching.
Teachers can obtain great benefits for their students from using
even the most basic sequenced accompaniments. Some even have
their students do the sequencing for them.
If you're creating a sequence to use with a high-school chorus
selection, for instance, concepts like layering and the 100
Percent Rule aren't that important anyway. You'll probably record
five tracks: the written piano accompaniment (using Grand Piano,
GM 1) can go in Track 1, and you can use Tracks 2 through 5
for the soprano, alto, tenor, and bass vocal parts, using Synth
Vox, GM 55, or any distinct program your kids can follow.
In rehearsals, you can use your sequencer to play the piano
accompaniment only, or just the voice parts, or just the piano
with a selected voice part. You can use a track's volume slider
to emphasize a voice part, as well. As your sequenced accompaniment
plays back, you'll be free from the piano to conduct phrasing
and dynamics, make more eye contact, move about the room to
control a potential discipline problem, or mirror the choreography
your ensemble is using. And you can do all of that at any tempo
you choose.
When you're ready do more, the principles of sequence-stration
can take your MIDI sequences to the next level of musicality
and expression.
Scott Watson teaches elementary band and university music technology
courses in the Philadelphia area. His music for band is published
by Alfred Publications and Shawnee Press. You can contact him
at watsons@parklandsd.org.
General MIDI at Your Service
The General MIDI (GM) sound set was developed to answer the
demand by users for a consistent and predictable set of synthesized
sounds, primarily instruments but also effects. This is crucial
not only for distributing music in the form of MIDI files but
also for such applications as computer games that use MIDI music
tracks. It's a lot easier to ensure that everyone hears your
music correctly when you know that program 60 on any keyboard's
GM bank will be a Muted Trumpet, for instance, and program 106
will be a Banjo.
Most percussion sounds are included in a separate part of the
GM sound set, but that's another story. The GM Level 1 percussion
map can be found on the MET Web site.
Most keyboards, PC sound cards, and Internet browser MIDI plug-ins
employ GM sounds. A second-generation, expanded version of General
MIDI, GM Level 2, has been devised to add 87 more instruments
and sound effects, but GM Level 1 is still the standard sound
set for most synthesizers.
GM Level 1 Sound Set
| PC# |
INSTRUMENT |
PC# |
INSTRUMENT |
PC# |
INSTRUMENT |
PC# |
INSTRUMENT |
|
|
PIANO |
|
BASS |
|
REEDS |
|
SYNTH EFFECTS |
| 1 |
Acoustic
Grand |
33 |
Acoustic |
65 |
Soprano
Sax |
97 |
Rain |
| 2 |
Bright
Acoustic |
34 |
Electric
(Finger) |
66 |
Alto
Sax |
98 |
Soundtrack |
| 3 |
Electric
Grand |
35 |
Electric
(Pick) |
67 |
Tenor
Sax |
99 |
Crystal |
| 4 |
Honky
Tonk |
36 |
Fretless |
68 |
Baritone
Sax |
100 |
Atmosphere |
| 5 |
Electric
Piano 1 |
37 |
Slap
Bass 1 |
69 |
Oboe |
101 |
Brightness |
| 6 |
Electric
Piano 2 |
38 |
Slap
Bass 2 |
70 |
English
Horn |
102 |
Goblins |
| 7 |
Harpsichord |
39 |
Synth
Bass 1 |
71 |
Bassoon |
103 |
Echoes |
| 8 |
Clav |
40 |
Synth
Bass 2 |
72 |
Clarinet |
104 |
Sci-Fi |
|
|
CHROMATIC PERCUSSION |
|
STRINGS |
|
PIPE |
|
ETHNIC |
| 9 |
Celesta |
41 |
Violin |
73 |
Piccolo |
105 |
Sitar |
| 10 |
Glockenspiel |
42 |
Viola |
74 |
Flute |
106 |
Banjo |
| 11 |
Music
Box |
43 |
Cello |
75 |
Recorder |
107 |
Shamisen |
| 12 |
Vibraphone |
44 |
Contrabass |
76 |
Pan
Flute |
108 |
Koto |
| 13 |
Marimba |
45 |
Tremolo
Strings |
77 |
Blown
Bottle |
109 |
Kalimba |
| 14 |
Xylophone |
46 |
Pizzicato
Strings |
78 |
Shakuhachi |
110 |
Bagpipe |
| 15 |
Tubular
Bells |
47 |
Orchestral
Strings |
79 |
Whistle |
111 |
Fiddle |
| 16 |
Dulcimer |
48 |
Timpani |
80 |
Ocarina |
112 |
Shanai |
|
|
ORGAN |
|
ENSEMBLE |
|
SYNTH LEAD |
|
PERCUSSION |
| 17 |
Drawbar |
49 |
Strings
1 |
81 |
Square |
113 |
Tinkle
Bell |
| 18 |
Percussive |
50 |
Strings
2 |
82 |
Sawtooth |
114 |
Agogo |
| 19 |
Rock |
51 |
Synth
Strings 1 |
83 |
Calliope |
115 |
Steel
Drums |
| 20 |
Church |
52 |
Synth
Strings 2 |
84 |
Chiff |
116 |
Wood
Block |
| 21 |
Reed |
53 |
Choir
Aahs |
85 |
Charang |
117 |
Taiko
Drum |
| 22 |
Accordion |
54 |
Voice
Oohs |
86 |
Voice |
118 |
Melodic
Tom |
| 23 |
Harmonica |
55 |
Synth
Voice |
87 |
Fifths |
119 |
Synth
Drum |
| 24 |
Tango
Accordion |
56 |
Orchestra
Hit |
88 |
Bass
plus Lead |
120 |
Reverse
Cymbal |
|
|
GUITAR |
|
BRASS |
|
SYNTH PAD |
|
SOUND EFFECTS |
| 25 |
Acoustic
(Nylon) |
57 |
Trumpet |
89 |
New
Age |
121 |
Guitar
Fret Noise |
| 26 |
Acoustic
(Steel) |
58 |
Trombone |
90 |
Warm |
122 |
Breath
Noise |
| 27 |
Electric
(Jazz) |
59 |
Tuba |
91 |
Polysynth |
123 |
Seashore |
| 28 |
Electric
(Clean) |
60 |
Muted
Trumpet |
92 |
Choir |
124 |
Bird
Tweet |
| 29 |
Electric
(Muted) |
61 |
French
Horn |
93 |
Bowed |
125 |
Telephone
Ring |
| 30 |
Overdriven |
62 |
Brass
Section |
94 |
Metallic |
126 |
Helicopter |
| 31 |
Distortion |
63 |
Synth
Brass 1 |
95 |
Halo |
127 |
Applause |
| 32 |
Guitar
Harmonica |
64 |
Synth
Brass 2 |
96 |
Sweep |
128 |
Gunshot |