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	<title>spencer sternberg &#187; listen</title>
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	<link>http://www.spencersternberg.com</link>
	<description>professional video game music and audio composer</description>
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		<title>3D Fake Face Music</title>
		<link>http://www.spencersternberg.com/2010/08/audio/3d-fake-face-music/</link>
		<comments>http://www.spencersternberg.com/2010/08/audio/3d-fake-face-music/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 06:54:59 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[audio]]></category>
		<category><![CDATA[listen]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=1258</guid>
		<description><![CDATA[


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2009/09/audio/music-from-strikeforce-psi/' rel='bookmark' title='Permanent Link: Music from Strikeforce Psi'>Music from Strikeforce Psi</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">Music from the iPhone app 3D Fake Face by Blacksmith Games. Since the genre of the application was puzzle/illusion, the intent of the music was to capture intrigue and mystery with a modern style.</span></p>
<p><span style="color: #333333;">3D Fake Face is a free application and can be found on <a href="http://itunes.apple.com/us/app/3d-fake-face/id377685366?mt=8" target="_blank">iTunes</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2009/09/audio/music-from-strikeforce-psi/' rel='bookmark' title='Permanent Link: Music from Strikeforce Psi'>Music from Strikeforce Psi</a></li></ol></p>]]></content:encoded>
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		<title>Boostball for the iPhone</title>
		<link>http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/</link>
		<comments>http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 06:46:03 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[audio]]></category>
		<category><![CDATA[listen]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=1253</guid>
		<description><![CDATA[


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/3d-fake-face-music/' rel='bookmark' title='Permanent Link: 3D Fake Face Music'>3D Fake Face Music</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1254" title="boostball400" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/08/boostball400.png" alt="boostball400" width="400" height="133" /></p>
<p><span style="color: #333333;">Here is a music sample from the iPhone game Boostball made by Blacksmith Games. The music needed to<span style="color: #333333;"> be </span>high-energy and support fast game play.</span></p>
<p><span style="color: #333333;">Boostball can be found on <a href="http://itunes.apple.com/us/app/boostball/id375200251?mt=8" target="_blank">iTunes</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/3d-fake-face-music/' rel='bookmark' title='Permanent Link: 3D Fake Face Music'>3D Fake Face Music</a></li></ol></p>]]></content:encoded>
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		<title>Plushed Soundtrack Sample</title>
		<link>http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/</link>
		<comments>http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 06:34:30 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[audio]]></category>
		<category><![CDATA[listen]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=1249</guid>
		<description><![CDATA[


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/' rel='bookmark' title='Permanent Link: Plushed Soon To Be Released'>Plushed Soon To Be Released</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-news/lush-sounds-for-plushed/' rel='bookmark' title='Permanent Link: Lush Sounds for Plushed'>Lush Sounds for Plushed</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/3d-fake-face-music/' rel='bookmark' title='Permanent Link: 3D Fake Face Music'>3D Fake Face Music</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1239" title="plushed400" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/08/plushed400.png" alt="plushed400" width="400" height="133" /></p>
<p><span style="color: #333333;">Plushed is an iPhone game released by Blacksmith Games and features a ten-track soundtrack. The music is highly thematic with instrumentation varying from orchestral, to cinematic electronica, to dark ambiance. The aim of the soundtrack was to capture the dark, childlike theme of the game and to instill Plushed in the memory of players.</span></p>
<p><span style="color: #333333;">Learn more about the process of creating the Plushed soundtrack by reading</span> <a href="http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/" target="_self">Writing Music for the iPhone</a> <span style="color: #333333;">and the follow up articles;</span> <a href="http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/" target="_self">Writing Music for the iPhone Part Two</a>. <span style="color: #333333;">Plushed can be purchased for the iPhone from</span> <a href="http://itunes.apple.com/us/app/plushed/id345853403?mt=8" target="_blank">iTunes</a>.</p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/' rel='bookmark' title='Permanent Link: Plushed Soon To Be Released'>Plushed Soon To Be Released</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-news/lush-sounds-for-plushed/' rel='bookmark' title='Permanent Link: Lush Sounds for Plushed'>Lush Sounds for Plushed</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/3d-fake-face-music/' rel='bookmark' title='Permanent Link: 3D Fake Face Music'>3D Fake Face Music</a></li></ol></p>]]></content:encoded>
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		</item>
		<item>
		<title>Writing Music for the iPhone &#8211; Part Two</title>
		<link>http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/</link>
		<comments>http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/#comments</comments>
		<pubDate>Mon, 19 Apr 2010 11:13:53 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[compositional technique]]></category>
		<category><![CDATA[game music]]></category>
		<category><![CDATA[iphone music]]></category>
		<category><![CDATA[listen]]></category>
		<category><![CDATA[thematic music]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=1071</guid>
		<description><![CDATA[When composing music for a project that requires a large number of music tracks within a short period of time, utilizing thematic variation can save you enormous amounts of time. This variation also helps with impacting a more memorable soundtrack on the listener. The key to effective thematic music is short, catchy motifs, that are repeated by varied instrumentation, over several different tracks in a game's score.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/' rel='bookmark' title='Permanent Link: Music for Live Art'>Music for Live Art</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">Part Two continues on from <a href="http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/" target="_self">Writing Music for the iPhone</a>, which looked mostly at instrumentation, motifs, structure, recording processes and the importance of critical listening for iPhone game music composition. Part Two focuses on creating thematic development through the use of varied instrumentation.</span></p>
<p><span style="color: #333333;">When composing music for a project that requires a large number of music tracks within a short period of time, utilizing thematic variation can save you enormous amounts of time. This variation also helps with impacting a more memorable soundtrack on the listener. The key to effective thematic music is short, catchy motifs, that are repeated by varied instrumentation, over several different tracks in a game&#8217;s score.</span></p>
<p><span style="color: #333333;">This article looks at writing game music for the iPhone and aims at giving suggestions towards producing varied video game music.</span></p>
<p><span style="color: #333333;"><strong>Is thematic music important?<br />
</strong></span></p>
<p><span style="color: #333333;">Thematic music is derived from motifs; short melodic or rhythmic lines played to elicit particular feelings from a listener. The motifs could be used to create any kind of feeling, from intrigue, to surprise, to sadness. In computer game music, themes are often used to remind a listener what game they are playing and can be used to instill a game more vividly in a player&#8217;s mind.<br />
</span></p>
<p><span style="color: #333333;">Thematic music has another function however, and that relates to productivity. For a composer, an enormous amount of time is spent on creating melodic material, be it woodwind lines over a percussion loop, or a vocal melody over hip hop beats. By basing a game&#8217;s soundtrack on as little as two or three main themes, more time can be spent polishing the production of the game&#8217;s individual tracks . </span></p>
<p><span style="color: #333333;">Once the motifs have been established, creating more tracks in a game simply comes down to the use of varied instrumentation.</span></p>
<p><span style="color: #333333;"><strong>Repetition vs. variation<br />
</strong></span></p>
<p><span style="color: #333333;">Repetition can be very annoying, but it is also a necessary part of music, especially music that accompanies visual material. Without repetition it would be easy for a player to forget where they were in a game and even what game they were playing. Varying instrumentation is a clever compositional technique that allows motifs to be repeated without incurring the same repetition that individual instruments are prone to suffer from. By passing a motif from one instrument to another the thematic ideas can be more subtly instilled in a player&#8217;s memory.<br />
</span></p>
<p><span style="color: #333333;">The choice of instrumentation ultimately comes down to what the game level requirements are.  If it is a tense, war battle scene, then some large orchestral brass and woodwind sections might work well. If it is a mystical forest scene, then some wood and metal percussion would most likely hit the spot. </span></p>
<p><span style="color: #333333;">Instrument choice for video game music should be based on the feelings the instruments elicit. This is an area of composition that any creator of game music needs to strive to be an expert in.<br />
</span></p>
<p><span style="color: #333333;"><strong>How were the themes varied in Plushed?</strong><br />
</span></p>
<p><span style="color: #333333;">In the case of Track Eight of Plushed, the brief was to create a music track the followed the main character through the room of a princess. The keywords and phrases were; &#8216;huge&#8217;, &#8216;creepy&#8217;, &#8216;dollhouse&#8217;, &#8217;symbolizing a young girl&#8217;s dreams&#8217;, &#8216;zombie/skull twist&#8217;, and &#8216;princess is a little insane now&#8217;. From this, it was immediate that some kind of music box or toy piano sound was needed to satisfy the &#8216;young girl/dollhouse&#8217; element, whilst also needing some dark ambient sounds to take care of the &#8216;creepy&#8217; element.</span></p>
<p><span style="color: #333333;">By taking a closer look at the first track of Plushed it is more clear how effective varied instrumentation can be. The first track of Plushed consists of one flute melody, introducing one of the main theme motifs, whilst being supported by light cello pizzicato. It also has a repeat of this motif played by violas, and an ending with oboe and clarinet. Track Eight of Plushed is a variation of this track.</span></p>
<p><span style="color: #333333;">The pizzicato cellos from Track One were replaced by a toy piano, a glockenspiel and a vibraphone.<br />
</span></p>
<p><span style="color: #333333;">Track One: Pizzicato Cello </span></p>
<p><span style="color: #333333;"> </span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-1085" title="pizz-01" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/04/pizz-01.jpg" alt="pizz-01" width="600" height="160" /><br />
</span></p>
<p><span style="color: #333333;">Track Eight: Toy Piano</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-1086" title="toy-piano-01" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/04/toy-piano-01.jpg" alt="toy-piano-01" width="600" height="270" /><br />
</span></p>
<p><span style="color: #333333;">The main flute motif from Track One was then replaced with a bassoon, which gives a darker, and also more playful effect than the flute.</span></p>
<p><span style="color: #333333;">Track One: Flute </span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-1081" title="flute-01" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/04/flute-01.jpg" alt="flute-01" width="600" height="160" /><br />
</span></p>
<p><span style="color: #333333;">Track Eight: Bassoon </span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-1079" title="bassoon-01" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/04/bassoon-01.jpg" alt="bassoon-01" width="600" height="160" /><br />
</span></p>
<p><span style="color: #333333;">The oboe motif from Track One was then reinforced by a choir section to add more texture to the theme. This building of the theme&#8217;s texture helps to the notify the player that they have progressed further in a game. A short harmonizing clarinet line also helps to add texture the the motif that was introduced in Track One.<br />
</span></p>
<p><span style="color: #333333;">Track One: Oboe </span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-1083" title="oboe-01" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/04/oboe-01.jpg" alt="oboe-01" width="600" height="160" /><br />
</span></p>
<p><span style="color: #333333;">Track One: Oboe and Choir</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-1084" title="ending" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/04/ending.jpg" alt="ending" width="600" height="370" /></span></p>
<p><span style="color: #333333;">As can be seen from the manuscript above, very little has changed when transferring the Track One motifs to Track Eight. However, for a listener playing a game, this technique of varied instrumentation can show development in game&#8217;s storyline, create a more memorable soundtrack and also help a composer make better use of their precious time.<br />
</span></p>
<p><span style="color: #333333;"><strong>Final Thoughts</strong><br />
</span></p>
<p><span style="color: #333333;">It is incredibly useful to have the earlier version of a theme for a player to reference against. Since Track One of Plushed is so light and harmonious, by the time the player has reached Track Eight, they realize that the game has turned a lot darker since the time they first began playing.<br />
</span></p>
<p><span style="color: #333333;">From the manuscript in this article, it is easy to see that after a main theme has been composed, it is only a matter of varying the instrumentation to create a whole new track. This can save that precious extra time needed, for a composer to find the difference between creating a good game soundtrack and great game soundtrack.</span></p>
<p><span style="color: #333333;"><strong>**********</strong></span></p>
<p><span style="color: #333333;">For your reference, the two final versions of Track One and Track Eight, from the iPhone game Plushed, have been added below;<br />
</span></p>
<p><span style="color: #333333;">Track One (Final Version):<br />
</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">Track Eight (Final Version):<br />
</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><br />
</span></p>
<p style="margin-bottom: 0in;"><span style="color: #333333;"><strong>**********</strong></span></p>
<p style="margin-bottom: 0in;"><span style="color: #333333;">Was reading this article useful? Do you want to read more music industry articles? Why not subscribe to the <a href="../category/feed" target="_self">Spencer Sternberg Feed</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/' rel='bookmark' title='Permanent Link: Music for Live Art'>Music for Live Art</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li></ol></p>]]></content:encoded>
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		<title>Fireworks Sound Effects &#8211; Part Two</title>
		<link>http://www.spencersternberg.com/2010/02/music-audio-industry-articles/fireworks-sound-effects-part-two/</link>
		<comments>http://www.spencersternberg.com/2010/02/music-audio-industry-articles/fireworks-sound-effects-part-two/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 08:29:53 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[listen]]></category>
		<category><![CDATA[recording technique]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=946</guid>
		<description><![CDATA[Continuing on from the first article about fireworks sound effects, this music industry article focuses on microphone choice for fireworks sound effects. Its not all about quality; don't forget you're carrying everything, and don't forget about your security.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/fireworks-sound-effects/' rel='bookmark' title='Permanent Link: Fireworks Sound Effects'>Fireworks Sound Effects</a></li><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/making-sound-effects/' rel='bookmark' title='Permanent Link: Making Sound Effects'>Making Sound Effects</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">Continuing from the last article regarding <a href="http://www.spencersternberg.com/2009/10/music-audio-industry-articles/fireworks-sound-effects/" target="_self">fireworks sound effects</a>, Part Two looks closely at microphones for recording fireworks samples. <span style="color: #333333;">While mostly microphone choice is about the best quality and most accurate possible recordings, <span style="color: #333333;">its important to consider<span style="color: #333333;"> obstacles a</span>nd dangers with the recording location, such as weather, crowds and your own security.</span></span><br />
</span></p>
<p><span style="color: #333333;"><strong>Microphones Used for Recording Fireworks</strong></span></p>
<p><span style="color: #333333;"><span style="color: #333333;">The following four microphones were used for recording fireworks sound effects; </span>Firstly, the Takstar SGC-578, a shotgun microphone for dialogue and sound e<span style="color: #333333;">ffects</span>. Secondly, the Takstar PCM-6100, an instrument microphone mostly for orchestral and piano recordings. Thirdly, a compact stereo condenser microphone that ships with the M-Audio Microtrack II. And lastly, a Sony lapel condenser microphone.</span></p>
<p><img class="alignnone size-full wp-image-958" title="Microphones Used for Recording Fireworks" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/02/fireworks-microphones1.jpg" alt="Microphones Used for Recording Fireworks" width="550" height="371" /></p>
<p><span style="color: #333333;">All four microphones gave acceptable and usable recordings, but in regards to quality and convenience of recording, they are very different microphones. To understand the fireworks recordings below, we need to take a closer look at each microphone.</span></p>
<p><span style="color: #333333;"><span style="color: #808080;">Note: All samples below are straight from the audio recorder and have been normalized for easier listening. The process of mixing samples will be explained in more detail in Fireworks Sound Effects &#8211; Part Three.</span><br />
</span></p>
<p><span style="color: #333333;"><strong>Shotgun Microphone</strong></span></p>
<p><span style="color: #333333;">The Takstar SGC-578 is a decent location sound effects microphone with a bright, clean middle range. Its two polar patterns make it useful for choosing between directional and more ambient sounds. Its large size and the essential use of a shock-mount make using this microphone less convenient than the other smaller microphones. Whilst its bright mid-range delivers clear and results full of presence, its gradual roll-off above 5K misses some of the nice &#8216;fizzing&#8217; sounds heard from many fireworks. </span><span style="color: #333333;">It also seems to be lacking a good low-frequency response compared to the other microphones. </span></p>
<p><span style="color: #333333;">The first fireworks sample was recorded with a cardioid pattern.</span></p>
<p><span style="color: #333333;"><br />
</span></p>
<p><span style="color: #333333;">Whilst the second fireworks sample was recorded with a hyper-cardioid pattern.</span></p>
<p><span style="color: #333333;"></span></p>
<p><img class="alignnone size-full wp-image-959" title="Takstar SGC-578 Specifications" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/02/SGC-578-specifications1.jpg" alt="Takstar SGC-578 Specifications" width="550" height="322" /></p>
<p><span style="color: #333333;"><strong>Instrument Microphone</strong></span></p>
<p><span style="color: #333333;">The Takstar PCM-6100 is an instrument microphone mostly for orchestral and piano recordings. Apart from its peak at around 9K it has a reasonably flat response.</span></p>
<p><img class="alignnone size-full wp-image-960" title="Takstar PCM-6100 Specifications" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2010/02/PCM-6100-specifications.jpg" alt="Takstar PCM-6100 Specifications" width="550" height="165" /></p>
<p><span style="color: #333333;"><strong>Stereo Microphone<br />
</strong></span></p>
<p><span style="color: #333333;">The M-Audio Microtrack II ships with a compact stereo condenser, that with its mini-jack, conveniently plugs into the recorder. Surprisingly, this microphone offers a very wide and accurate frequency response, with an adequate stereo image. There is a noticeable proximity effect, though when recording ambiance or the high sound pressure sources such as fireworks this is not a noticeable issue.</span></p>
<p><strong>Lapel Microphone</strong></p>
<p><span style="color: #333333;">This very small microphone is designed for speech recordings and so has a very good mid-range response for fireworks recordings. Most small capsule condensers, like the lapel and the stereo microphone, also have a bright high-frequency response making them highly effective for capturing the complex characteristics of fireworks.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><strong>Final Thoughts</strong></span></p>
<p><span style="color: #333333;">Microphone choice for recording fireworks samples is dependent on many factors. Of course quality is of utmost priority but its not always easy carrying a larger microphone, especially in crowded or <span style="color: #333333;">dangerous</span> locations. While small capsule microphones can provide excellent results, it is an ideal situation to have several microphones and spend the time recording enough samples that you can later go through and edit. </span></p>
<p><span style="color: #333333;">For more on mixing and editing fireworks samples, read through <a href="http://www.spencersternberg.com/2009/10/music-audio-industry-articles/fireworks-sound-effects/" target="_self">Fireworks Sound Effects</a> or keep an eye out for the next audio industry article by Spencer Sternberg.</span></p>
<p><span style="color: #333333;"><br />
</span></p>
<p style="margin-bottom: 0in;"><span style="color: #333333;"><strong>**********<br />
</strong></span></p>
<p style="margin-bottom: 0in;"><span style="color: #333333;">Was reading this article useful? Do youwant to read more music industry articles? Why not subscribe to the <a href="../feed" target="_self">Spencer Sternberg Feed</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/fireworks-sound-effects/' rel='bookmark' title='Permanent Link: Fireworks Sound Effects'>Fireworks Sound Effects</a></li><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/making-sound-effects/' rel='bookmark' title='Permanent Link: Making Sound Effects'>Making Sound Effects</a></li></ol></p>]]></content:encoded>
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		<title>Choosing the Right Royalty Free Music</title>
		<link>http://www.spencersternberg.com/2010/01/music-audio-industry-articles/choosing-the-right-royalty-free-music/</link>
		<comments>http://www.spencersternberg.com/2010/01/music-audio-industry-articles/choosing-the-right-royalty-free-music/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 02:54:07 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[listen]]></category>
		<category><![CDATA[royalty free music]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=783</guid>
		<description><![CDATA[If you have access to a royalty free music library, or you are searching through an online music library, you may find the task difficult when it comes to choosing the right royalty free music track for your project. It is important to have an insight into how different music tracks affect different kinds of visual projects.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/thoughts-on-royalty-free-music/' rel='bookmark' title='Permanent Link: Thoughts on Royalty Free Music'>Thoughts on Royalty Free Music</a></li><li><a href='http://www.spencersternberg.com/2010/07/music-audio-industry-news/royalty-free-music-on-istock/' rel='bookmark' title='Permanent Link: Royalty Free Music on Istock'>Royalty Free Music on Istock</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/' rel='bookmark' title='Permanent Link: Music for Live Art'>Music for Live Art</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">If you have access to a royalty free music library, or you are searching through an online music library, y<span style="color: #333333;">ou may find the task difficult when it comes to choosing the right royalty free music track for your project. It is important to have an insight into how different music tracks affect different kinds of visual projects. This article takes a close look at the process of choosing a royalty free music track for a short stop-motion </span>piece.</span></p>
<p><span style="color: #333333;"><strong>Is Music that Important?</strong></span></p>
<p><span style="color: #333333;">If a project has the intention of eliciting feelings or actions from viewers then music is not only important, it is integral. Music has the<span style="color: #333333;"> powerful </span>function of <span style="color: #333333;">changing the impact and ingestion </span></span><span style="color: #333333;">of a visual project </span><span style="color: #333333;"><span style="color: #333333;">completely. Un</span>derstanding how different styles of music and music compositions affect audiences is a field in itself <span style="color: #333333;">and </span>often a task given to music composers and music directors.</span></p>
<p><span style="color: #333333;">In many cases a project may not have the luxury of a musical director or contracted music composer. It may be left to the editor to simply experiment with different tracks, placed together with the visuals, until the desired effect has been met. This is a technique composers often use to establish the most suitable musical styles and compositional technique for various kinds of visual productions. Before looking more closely at editing experimentation, it may be faster to simply consult a composer.</span></p>
<p><span style="color: #333333;"><strong>Consult a Composer</strong></span></p>
<p><span style="color: #333333;">So you have come across a high-quality royalty free music library with hundreds or even thousands of music tracks and you have no idea where to begin in your search. Of course you do not have hours of time available to listen through the samples and the search options may not be working for you either.</span></p>
<p><span style="color: #333333;">Consulting the composer of the royalty free music library may reap much faster and more tailored results. By explaining your project and desired outcomes a composer can find an appropriate track quickly and accurately. To make your communication easier you should consider the following points;</span></p>
<ol>
<li><span style="color: #333333;">Outline the specifics of your project; &#8220;We are working on a two-minute promotional video for a financial company. The first thirty-seconds <span style="color: #333333;">is a</span> fast sequence of city buildings. The next minute is slower paced pans of office interiors ending with thirty-seconds of statistical graphs and animations. The whole two-minutes has a voice-over.&#8221;</span></li>
<li><span style="color: #333333;">Outline the audience of your project; this can help to make music genre choices. By understanding the audience, more appropriate music styles can be chosen.</span></li>
<li><span style="color: #333333;">State the desired outcome of the project; &#8220;We want to inspire the viewer and motivate them into contacting us.&#8221;</span></li>
<li><span style="color: #333333;">Reference other music tracks; where possible it can be helpful to a composer to reference other music compositions.</span></li>
<li><span style="color: #333333;">Speak with language that easily bridges fields of expertise; replace abstract art terms with simple emotional descriptions.</span></li>
</ol>
<p><span style="color: #333333;">You may also benefit from asking a composer to tailor a royalty free music track for your project. The cost may be much lower than a custom composed track, especially if you choose a track from an existing music library and ask the composer of the library to alter the track to suit your individual project needs.</span></p>
<p><span style="color: #333333;"><strong>Experiment with </strong><strong>Music Editing</strong></span></p>
<p><span style="color: #333333;">A production company will either have a large collection of royalty free music or will need to go in search of new libraries. Both scenarios are completely different for editors. Full access to a music library is by far the most ideal situation allowing the editor to experiment by placing different tracks together with the visuals and seeing which works better. However, listening to online samples from a music library may be limited to short samples, interfering library voice-overs and timing issues.</span></p>
<p><span style="color: #333333;">The benefit of experimenting with different music tracks is that directors and editors can experience the varying effects the music can produce. The downside of course is that it is time-consuming and projects may be pressed for time. If time is tight, then at least experiment with two or three different tracks to see how the rhythm of the music plays with the cuts of the edit.</span></p>
<p><strong><span style="color: #333333;">Final Thoughts</span></strong></p>
<p><span style="color: #333333;"><span style="color: #333333;">Choosing the right royalty free music for a visual project is a difficult and time consuming task. From the point of view of a director or editor, experimentation is often<span style="color: #333333;"> an ef</span>fective way to find the most suitable royalty free music track. If time permits however, a project can benefit greatly from consulting a composer. A music composer can offer valuable knowledge and insight to a production team, even if it is only to advise which music track from a royalty free music library is most appropriate.</span><br />
</span></p>
<p style="margin-bottom: 0in;"><span style="color: #333333;"><strong>**********<br />
</strong></span></p>
<p style="margin-bottom: 0in;"><span style="color: #333333;">Was reading this article useful? Do you want to read more music industry articles? Why not subscribe to the <a href="../feed" target="_self">Spencer Sternberg Feed</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/thoughts-on-royalty-free-music/' rel='bookmark' title='Permanent Link: Thoughts on Royalty Free Music'>Thoughts on Royalty Free Music</a></li><li><a href='http://www.spencersternberg.com/2010/07/music-audio-industry-news/royalty-free-music-on-istock/' rel='bookmark' title='Permanent Link: Royalty Free Music on Istock'>Royalty Free Music on Istock</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/' rel='bookmark' title='Permanent Link: Music for Live Art'>Music for Live Art</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li></ol></p>]]></content:encoded>
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		<title>Plushed Released for the iPhone</title>
		<link>http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/</link>
		<comments>http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 08:59:37 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA[listen]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=746</guid>
		<description><![CDATA[Blacksmith Games has recently released 'Plushed' and is now available on iTunes. The music was completed several months ago and it is great to see the game out. 'Plushed' gives players and developers the opportunity to see the talents of Blacksmith Games and the music possibilities from Spencer Sternberg.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/' rel='bookmark' title='Permanent Link: Plushed Soon To Be Released'>Plushed Soon To Be Released</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-news/lush-sounds-for-plushed/' rel='bookmark' title='Permanent Link: Lush Sounds for Plushed'>Lush Sounds for Plushed</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;"><a href="http://www.blacksmithgames.com" target="_blank">Blacksmith Games</a> has recently released &#8216;Plushed&#8217; and is now available on <a href="http://bit.ly/8Hs9q6" target="_blank">iTunes</a>. The music was completed several months ago and it is great to see the game out. &#8216;Plushed&#8217; gives players and developers the opportunity to see the talents of Blacksmith Games and the music possibilities from Spencer Sternberg.</span></p>
<p><span style="color: #333333;">&#8216;Plushed&#8217; was a very interesting iPhone game to work on in regards to game music composition, with multiple environments and battle stages, and was documented in the article <a href="http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/" target="_self">&#8216;Writing Music for the iPhone&#8217;</a> which was later published on <a href="http://www.gamedev.net/reference/music/features/iPhoneTunes/" target="_blank">GameDev.net</a>. Communicating with Blacksmith Games was always friendly and professional and they were extremely open to the style and production of the game music.</span></p>
<p><span style="color: #333333;">Here is the final trailer for the game &#8216;Plushed&#8217;;</span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="295" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/1mAqvAxStHI&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="295" src="http://www.youtube.com/v/1mAqvAxStHI&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong><span style="color: #333333;">*****</span></strong></p>
<p><span style="color: #333333;">Why not subscribe to the <a href="http://www.spencersternberg.com/feed" target="_self">Spencer Sternberg Feed</a> and keep informed with <a href="http://www.spencersternberg.com/articles/" target="_self">music industry articles</a>, new additions to the Spencer Sternberg <a href="http://www.spencersternberg.com/category/royalty-free-music/" target="_self">Royalty Free Music Library</a> and game release <a href="http://www.spencersternberg.com/news/" target="_self">news</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/' rel='bookmark' title='Permanent Link: Plushed Soon To Be Released'>Plushed Soon To Be Released</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-news/lush-sounds-for-plushed/' rel='bookmark' title='Permanent Link: Lush Sounds for Plushed'>Lush Sounds for Plushed</a></li><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li></ol></p>]]></content:encoded>
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		<title>Music for Live Art</title>
		<link>http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/</link>
		<comments>http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 09:22:21 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[compositional technique]]></category>
		<category><![CDATA[listen]]></category>
		<category><![CDATA[Live Art]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=632</guid>
		<description><![CDATA[As a composer, you are continually approached by people to write music. It can be in a field you are experienced in, or it can be in new fields that you have yet to experiment with. When delving into these new fields, all a composer has is the knowledge of prior compositional technique and the ability to research new techniques for music composition.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/choosing-the-right-royalty-free-music/' rel='bookmark' title='Permanent Link: Choosing the Right Royalty Free Music'>Choosing the Right Royalty Free Music</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-articles/programming-orchestral-instruments-for-games/' rel='bookmark' title='Permanent Link: Programming Orchestral Instruments for Games'>Programming Orchestral Instruments for Games</a></li><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/thoughts-on-royalty-free-music/' rel='bookmark' title='Permanent Link: Thoughts on Royalty Free Music'>Thoughts on Royalty Free Music</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">As a composer, you are continually approached by people to write music. It can be in a field you are experienced in, or it can be in new fields that you have yet to experiment with. When delving into these new fields, all a composer has is the knowledge of prior compositional technique and the ability to research new techniques for music composition. A composer must determine what the role of the music is in the project and what tools are needed to produce a stylized and effective piece of music.</span></p>
<p><span style="color: #333333;">This article follows the thoughts and processes of creating a thirty minute music composition to be used by an artist in the Live Art field.</span></p>
<p><span style="color: #333333;"><strong>What is Live Art?</strong></span></p>
<p><span style="color: #333333;">Live Art put simply is the creation of an artwork in real-time, influenced by outside stimuli, in this case a prewritten musical composition. It is a broad field, encompassing all kinds of performing and visual arts. This article focuses purely on music for Live Visual Art.</span></p>
<p><span style="color: #333333;">The artist presses play and the track begins. They pick up their tools and start to add to their canvas. The style of the music sets the scene and the slight nuances give the artist new ideas. The track develops and so does the artist&#8217;s work.<br />
</span></p>
<p><span style="color: #333333;"><strong>How is Live Art Music Different?</strong></span></p>
<p><span style="color: #333333;">Music for Live Art is definitely unique. To begin with, an artist is performing a primary task so the music is secondary. A composers approach to themes and repetition are different to those of other kinds of compositions. In Live Art Music repetition can be used to instigate and help build ideas for the artist.</span></p>
<p><span style="color: #333333;"><strong>The Structure of a Thirty Minute Composition</strong></span></p>
<p><span style="color: #333333;">The composition from this article consists of piano, strings, various electronic elements and a drum track. The track is dominated by the piano and strings which play the main motifs and chord progressions. Here is a brief outline of the composition&#8217;s structure;</span></p>
<p><span style="color: #333333;">Movement One:</span><br />
<span style="color: #333333;">* Solo piano plays the first theme</span><br />
<span style="color: #333333;">* Rhythmic electronic elements with drums</span><br />
<span style="color: #333333;">* Strings play main chord progression with drums</span><br />
<span style="color: #333333;">* Piano plays second theme supported by strings</span></p>
<p><span style="color: #333333;">Interlude:</span><br />
<span style="color: #333333;">* Ambient soundscape with dreamlike pads</span><br />
<span style="color: #333333;">* Rhythmic electronic element reintroduced</span></p>
<p><span style="color: #333333;">Movement Two:</span><br />
<span style="color: #333333;">* Rhythmic electronic elements with drums (extended version)</span><br />
<span style="color: #333333;">* Strings play main chord progression with drums (extended version)</span><br />
<span style="color: #333333;">* Piano theme variation with rhythmic elements, drums, and strings</span><br />
<span style="color: #333333;">* First piano theme with light rhythmic accompaniment</span><br />
<span style="color: #333333;">* Solo rhythmic element</span><br />
<span style="color: #333333;">* Piano plays second theme (extended version)</span><br />
<span style="color: #333333;">* Piano plays second theme supported by strings</span></p>
<p><span style="color: #333333;">Interlude:</span><br />
<span style="color: #333333;">* Ambient soundscape with dreamlike pads (extended version)</span><br />
<span style="color: #333333;">* Rhythmic electronic element reintroduced</span></p>
<p><span style="color: #333333;">Movement Three:</span><br />
<span style="color: #333333;">* Rhythmic electronic elements with drums (extended version)</span><br />
<span style="color: #333333;">* Strings play main chord progression with drums (extended version)</span><br />
<span style="color: #333333;">* First piano theme with rhythmic elements, drums, and strings</span><br />
<span style="color: #333333;">* Solo piano plays first theme as outro</span></p>
<p><span style="color: #333333;"><strong>Movement One: Introducing Thematic Elements</strong></span></p>
<p><span style="color: #333333;">The track opens with light piano, introducing the main theme of the composition and the chord progression that is the basis for the piano development and string progressions. A heartfelt mood is created immediately by the piano theme as the intention was to create a composition that would have impact when the artist was producing their artwork.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">The introduction of the rhythmic elements, provide the artist with a surprising array of colors and contrasts the solo piano. The composition needs to blatantly, and at times subtly, provoke the artist into making creative choices. The large percussion hits help to add impact and depth to the soundscape, while the electronic elements lay the foundation of the rhythm.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">The drum track is added briefly, serving only as an introduction to be used later in the second movement, and more extensively in the third movement. It is intended to spark ideas that later the artist will hear again and help to develop those ideas.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">As the drums abruptly stop, the hi-hats continue while the first string progression is introduced. It is based on the chord progression the first piano theme is centered around. Again, this is only briefly introduced and will be used more in the later movements.</span></p>
<p><span style="color: #333333;">The first movement comes to an end with the piano playing the second theme which is used as an outro to movement one and two. The second theme has a slightly darker feel and helps with the changeover to the interlude.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">Strings are used to support the piano playing the second theme and also help extend the length that the piano theme can be played, by offering variation to the musical texture.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><strong>Interlude: Bridging the Movements</strong></span></p>
<p><span style="color: #333333;">Writing a composition that spans half an hour is a challenging task and is why this composition has three movements. By using an interlude between movements, the artist can find more space to develop their ideas, as well as have a stronger impression when the themes are re-introduced in later movements. The interlude is made up of two elements; an ambient electronic pad and dreamlike bell synthesizer. They create a sparse, yet provocative soundscape for the artist to continue working on their ideas.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">A third electronic element is slowly introduced, which is part of the rhythmic element from the first movement, and helps to bridge the interlude to the second movement.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><strong>Movement Two: Addition and Variation</strong></span></p>
<p><span style="color: #333333;">The second movement is basically an extension of the first movement with a longer buildup to the drum section, a longer drum section, and a variation on the first piano theme.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">It also has a much longer middle section, where the first piano theme is supported by the electronic rhythmic element.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">An extended version of the second piano theme ends the second movement.</span></p>
<p><span style="color: #333333;">These new elements allow the duration of the second movement to more than double the first movement&#8217;s length without giving the artist too much repetition.</span></p>
<p><span style="color: #333333;"><strong>Interlude: Preparing for the Third Movement</strong></span></p>
<p><span style="color: #333333;">This is essentially the same interlude as the first, with a longer length before the rhythmic element is introduced.</span></p>
<p><span style="color: #333333;"><strong>Movement Three: Linking Elements and Expansion</strong></span></p>
<p><span style="color: #333333;">The third and final movement is a culmination of the first and second movements in an extended form, with a much longer drum and string section, and the first piano theme played in its entirety.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">The solo piano then plays the first theme as an outro.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><strong>Compositional Style and Choice of Genre</strong></span></p>
<p><span style="color: #333333;">The composition that is created is ultimately going to inspire and direct an artist of Live Art, so compositional style and choice of genre are of incredibly importance. Conceptual ideas can be discussed between the composer and the artist if the collaboration requires, while some projects may produce other interesting results if there is no prior communication. The point is that a composer needs to understand how different styles of music can affect an artist.</span></p>
<p><span style="color: #333333;"><strong>Final Thoughts</strong></span></p>
<p><span style="color: #333333;">Writing music for artists of Live Art requires a different outlook on thematic development and variation. Since visual art shares a similar theory in regards to themes and variation, it is important to recognize how these technical traits can be portrayed in musical compositions and successfully interpreted by an artist. The key is to find an effective balance in the repetition and development of themes, and to add subtle textural nuances to spark creative ideas in the artist.</span></p>
<p><span style="color: #333333;"><br />
</span></p>
<p style="margin-bottom: 0in;"><strong>**********<br />
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<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone'>Writing Music for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/choosing-the-right-royalty-free-music/' rel='bookmark' title='Permanent Link: Choosing the Right Royalty Free Music'>Choosing the Right Royalty Free Music</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-articles/programming-orchestral-instruments-for-games/' rel='bookmark' title='Permanent Link: Programming Orchestral Instruments for Games'>Programming Orchestral Instruments for Games</a></li><li><a href='http://www.spencersternberg.com/2009/10/music-audio-industry-articles/thoughts-on-royalty-free-music/' rel='bookmark' title='Permanent Link: Thoughts on Royalty Free Music'>Thoughts on Royalty Free Music</a></li></ol></p>]]></content:encoded>
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		<item>
		<title>Plushed Soon To Be Released</title>
		<link>http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/</link>
		<comments>http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 10:22:19 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA[listen]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=606</guid>
		<description><![CDATA['Plushed', the iPhone game by Blacksmith Games, is very close to release. Featuring 10 tracks of original music by Spencer Sternberg, it is going to be interesting to see how the game is received by iPhone followers.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-news/lush-sounds-for-plushed/' rel='bookmark' title='Permanent Link: Lush Sounds for Plushed'>Lush Sounds for Plushed</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">&#8216;Plushed&#8217;, the iPhone game by <a href="http://www.blacksmithgames.com" target="_blank">Blacksmith Games</a>, is very close to release. Featuring 10 tracks of original music by Spencer Sternberg, it is going to be interesting to see how the game is received by iPhone followers.</span></p>
<p><span style="color: #333333;">The latest trailer has been put online and can be seen below;</span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="295" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/1mAqvAxStHI&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="295" src="http://www.youtube.com/v/1mAqvAxStHI&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/plushed-soundtrack-sample/' rel='bookmark' title='Permanent Link: Plushed Soundtrack Sample'>Plushed Soundtrack Sample</a></li><li><a href='http://www.spencersternberg.com/2009/09/music-audio-industry-news/lush-sounds-for-plushed/' rel='bookmark' title='Permanent Link: Lush Sounds for Plushed'>Lush Sounds for Plushed</a></li></ol></p>]]></content:encoded>
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		<title>Writing Music for the iPhone</title>
		<link>http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/</link>
		<comments>http://www.spencersternberg.com/2009/11/music-audio-industry-articles/writing-music-for-the-iphone/#comments</comments>
		<pubDate>Sun, 08 Nov 2009 11:52:43 +0000</pubDate>
		<dc:creator>Spencer Sternberg</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[compositional technique]]></category>
		<category><![CDATA[game music]]></category>
		<category><![CDATA[iphone music]]></category>
		<category><![CDATA[listen]]></category>
		<category><![CDATA[thematic music]]></category>

		<guid isPermaLink="false">http://www.spencersternberg.com/?p=358</guid>
		<description><![CDATA[How can a composer safely branch out from the norm, to satisfy ones creativity, yet ensure that the music will be received well by the audience? This article explores the process of writing video game music, based on the compositional process for one of the ten levels of music from the iPhone game Plushed.


Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/' rel='bookmark' title='Permanent Link: Music for Live Art'>Music for Live Art</a></li><li><a href='http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/' rel='bookmark' title='Permanent Link: Plushed Soon To Be Released'>Plushed Soon To Be Released</a></li></ol>]]></description>
			<content:encoded><![CDATA[<p><span style="color: #333333;">When writing music, especially music that is required to support visuals, it is important to know who the audience is and how they will perceive the music. What kind of music are they familiar with? Which instruments will they recognize as suggesting the feel and mood of the visuals? How can a composer safely branch out from the norm, to satisfy ones creativity, yet ensure that the music will be received well by the audience?</span></p>
<p><span style="color: #333333;">In the case of writing the music for Plushed, the iPhone creation by <a href="http://www.blacksmithgames.com" target="_blank">Blacksmith Games</a>, the question that was immediately apparent was; how can a short looping composition catch the attention of an audience and also remain instilled in their memory?</span></p>
<p><span style="color: #333333;">This article explores the process of writing video game music, based on the compositional process for one of the ten levels of music from the iPhone game Plushed.</span></p>
<p><span style="color: #333333;"><strong>Step One: Choose your instruments</strong></span></p>
<p><span style="color: #333333;">After receiving the brief of a game, and in particular the brief of a level, a composer has a fairly clear idea about what the requirements and aims of the music should be. This is at least in reference to the characters, the setting and the mood. With these key elements in mind, choosing the instrumentation for video game music is simply a matter of answering the question; what instrument creates what mood?<br />
</span></p>
<p><span style="color: #333333;"><strong>How important is instrumentation?</strong></span></p>
<p><span style="color: #333333;">The instrumentation in a game is one of the most powerful methods of eliciting setting and mood. Listeners can, at least subconsciously, associate sounds of instruments with particular places or feelings. Take for example pizzicato strings, which immediately conjure up images of tiptoeing and sneakiness. </span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;">The point is not if a listener is consciously listening to the pizzicato strings, though a composer would prefer at times they did not, the point is that a composer needs to be knowledgeable about which instruments create which effect.</span></p>
<p><span style="color: #333333;"><strong>Why choose orchestral instruments for Plushed?</strong></span></p>
<p><span style="color: #333333;">The instruments across the orchestra are exotic, unique and incredibly varied. Using orchestral instruments makes for easy sharing of melodies and motifs across instruments, which allows for both an increase in suitable repetition and an increase in variation. Repetition is incredibly important in thematic music as it is used to impress a theme onto an audience. However, too much repetition can disempower the effect of a theme and therefore variation is needed to give thematic music space.</span></p>
<p><span style="color: #333333;"><strong>Step Two: Create your motifs </strong></span></p>
<p><span style="color: #333333;">Motifs are where music derives its character, and when writing music for video games is where the characters derive their place in a game. From a high, fluttering flute line, to a deep, dark string run. Without this important compositional technique video game music would be unrelated and disconnected from the essence of the game.</span></p>
<p><span style="color: #333333;">Motifs are the melodic and rhythmic material that is at the core of a theme. It is what will be used and modified when developing a theme and is the basis for reminding an audience of a theme.<br />
</span></p>
<p><span style="color: #333333;"><strong>What are the second level motifs in Plushed?</strong></span></p>
<p><span style="color: #333333;">The second level game music in Plushed is rich with motifs; the pizzicato strings and flute being very prominent in the opening sequence.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-388" title="intro-instruments" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/intro-instruments1.png" alt="intro-instruments" width="600" height="363" /><br />
</span></p>
<p><span style="color: #333333;">While the oboe has several small motifs also. Such as at bar ten,</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-390" title="oboe-1" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/oboe-11.png" alt="oboe-1" width="600" height="85" /><br />
</span></p>
<p><span style="color: #333333;">and also at bar nineteen.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-387" title="oboe-2" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/oboe-2.png" alt="oboe-2" width="600" height="80" /><br />
</span></p>
<p><span style="color: #333333;">Then there is the clarinet and bassoon counterpoint at bar fourteen,</span></p>
<p><span style="color: #333333;"></span></p>
<p><img class="alignnone size-full wp-image-376" title="clar-bassoon" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/clar-bassoon.png" alt="clar-bassoon" width="600" height="125" /></p>
<p><span style="color: #333333;">and the rising flute run at bar sixteen.</span></p>
<p><span style="color: #333333;"></span></p>
<p><img class="alignnone size-full wp-image-391" title="flute-end" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/flute-end1.png" alt="flute-end" width="600" height="85" /></p>
<p><span style="color: #333333;">Motifs can be very short, even just several notes. As long as a motif achieves its goal of contributing to a theme, then duration is of lesser importance.<br />
</span></p>
<p><span style="color: #333333;"><strong>Step Three: Build your structure</strong></span></p>
<p><span style="color: #333333;">What would a series of motifs be without structure? Structure determines the impact of thematic music by deciding how motifs can be developed and shared across instruments. It controls when and for how long main motifs will be played. It is also the key factor for creating variation.</span></p>
<p><span style="color: #333333;"><strong>Structure and compositional technique</strong></span></p>
<p><span style="color: #333333;">The game music for the second level of Plushed is a one minute looping track, consisting of </span><span style="color: #333333;">twenty-three bars of </span><span style="color: #333333;">flute, oboe, bassoon, clarinet, pizzicato strings, legato strings, marimba and light percussion. The track is dominated by the flute and the oboe, which play the main motifs. The track structure is as follows;</span></p>
<ol>
<li><span style="color: #333333;">(Bar one) &#8211; Light percussion      introduced</span></li>
<li><span style="color: #333333;">(Bar two) &#8211; Pizzicato string motif</span></li>
<li><span style="color: #333333;">(Bar three) &#8211; </span><span style="color: #333333;">Ascending marimba run</span></li>
<li><span style="color: #333333;">(Bar four) &#8211; </span><span style="color: #333333;">Flute motif call</span></li>
<li><span style="color: #333333;">(Bar five) &#8211; </span><span style="color: #333333;">Pizzicato string and marimba response</span></li>
<li><span style="color: #333333;">(Bar seven) &#8211; </span><span style="color: #333333;">Flute motif extension</span></li>
<li><span style="color: #333333;">(Bar eight) &#8211; </span><span style="color: #333333;">Pizzicato string and marimba variation</span></li>
<li><span style="color: #333333;">(Bar ten) &#8211; </span><span style="color: #333333;">Oboe motif</span></li>
<li><span style="color: #333333;">(Bar twelve) &#8211; </span><span style="color: #333333;">Pizzicato string and marimba repeat</span></li>
<li><span style="color: #333333;">(Bar fourteen) &#8211; </span><span style="color: #333333;">Bassoon and clarinet counterpoint      motif</span></li>
<li><span style="color: #333333;">(Bar sixteen) &#8211; </span><span style="color: #333333;">Flute ending motif</span></li>
<li><span style="color: #333333;">(Bar eighteen) &#8211; </span><span style="color: #333333;">Ascending marimba run</span></li>
<li><span style="color: #333333;">(Bar nineteen) &#8211; </span><span style="color: #333333;">Oboe ending motif with pizzicato      strings</span></li>
</ol>
<p><span style="color: #333333;">The track opens with light percussion, running at ninety-two beats per minute, which sets a relaxing, yet playful tempo for level two. Being only the second game level out of ten levels, the percussion consists only of pitched finger drums and shakers, as the later levels have more percussion.</span></p>
<p><span style="color: #333333;">Mood is created almost immediately by the introduction of the pizzicato strings which are based around the aeolian scale. Since Plushed is a side scrolling action game, the pizzicato strings give the track a light, playful feel and work well together with the movement of the main character. </span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-367" title="cello-1" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/cello-11.png" alt="cello-1" width="600" height="75" /></span></p>
<p><span style="color: #333333;">The aeolian scale is essentially a harmonic minor scale with a lowered seventh. It has a dark, mystical feel, and harmonies based on the aeolian scale resonant well with visuals that are seeking to be engaged by the audience.</span></p>
<p><span style="color: #333333;">Following shortly after is a medium paced, ascending marimba motif, based also around the aeolian scale. This was added to bridge the pizzicato strings to the flute and oboe and accentuates the playful nature of the track. By basing the marimba on the aeolian scale, it creates a light tension that is also supported by the dissonant sounding legato strings.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-368" title="marimba" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/marimba.png" alt="marimba" width="600" height="80" /></span></p>
<p><span style="color: #333333;">At bar four the flute is introduced, playing a short motif, the first of a two part sequence. The pizzicato strings and marimba then repeat, and the second part of the flute motif follows in bar seven. This is an example of a call and response between the strings and the flute, with the marimba acting as a bridge. This kind of call and response gives variation and also helps in the build up towards later sections in the music.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-388" title="intro-instruments" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/intro-instruments1.png" alt="intro-instruments" width="600" height="363" /><br />
</span></p>
<p><span style="color: #333333;">At bar eight and nine the pizzicato strings and marimba double together to play a new motif. This is a development from the first cello motif and helps lead into the oboe motif.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-392" title="cello-marimba" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/cello-marimba1.png" alt="cello-marimba" width="600" height="170" /><br />
</span></p>
<p><span style="color: #333333;">By bar ten the call and response between the cellos and the flute has been well established. By bar ten in a twenty-three bar composition, the time is right to vary the flute motif, and so the oboe motif in introduced, giving instrumental variation.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-390" title="oboe-1" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/oboe-11.png" alt="oboe-1" width="600" height="85" /><br />
</span></p>
<p><span style="color: #333333;">There is then a movement to a bassoon and clarinet motif. By having the bassoon and clarinet play in counterpoint allows for more harmonic interest and relieves the flute and oboe from the task of lead motifs. With the flute and oboe sitting in the higher register, the bassoon and clarinet balance the melodic range of the track.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-376" title="clar-bassoon" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/clar-bassoon.png" alt="clar-bassoon" width="600" height="125" /></span></p>
<p><span style="color: #333333;">By bar sixteen it is time to return to the flute, which has been the main motif instrument, and so a small climax is reached by the introduction of a new rising flute motif.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-391" title="flute-end" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/flute-end1.png" alt="flute-end" width="600" height="85" /><br />
</span></p>
<p><span style="color: #333333;">The track comes to an end with a new oboe motif, supported by the original pizzicato strings motif.</span></p>
<p><span style="color: #333333;"></span></p>
<p><span style="color: #333333;"><img class="alignnone size-full wp-image-393" title="oboe-pizz-end" src="http://www.spencersternberg.com/http://www.spencersternberg.com/wp-content/uploads/2009/11/oboe-pizz-end1.png" alt="oboe-pizz-end" width="600" height="270" /></span></p>
<p><span style="color: #333333;">The decisions about structure come from a balance between the lead motifs and their supporting instruments. Variation of instrumentation, together with repetition of the main motifs, is the key to creating a memorable composition.<br />
</span></p>
<p><span style="color: #333333;"><strong>Step Four: The recording process<br />
</strong></span></p>
<p><span style="color: #333333;">At this point in the compositional process it comes time to record. Ideally, the score will be printed off and given to the players that are required. Though not every situation is ideal and the budget for many games will not be high enough to pay for the performance and recording of quality orchestral players. If that is the case, then it is best to create the best sound quality possible with the equipment at hand.</span></p>
<p><span style="color: #333333;">With the production of the video game music for Plushed, high quality orchestral samples were used and were triggered by a midi score. There are advantages to this style of composition, primarily the time required to create a fully produced score, and the soundtrack of a video game can be composed in very short amount of time.</span></p>
<p><span style="color: #333333;">An important point to make is that a lot can be achieved by remixing the samples used in midi compositions. By utilizing effects and mixing techniques, the scale and perception of a score can be greatly enhanced. Through the use of layering, delays and high quality reverbs, an already sweet sounding score can move into a whole new realm.<br />
</span></p>
<p><span style="color: #333333;"><strong>Step Five: Listen and listen again</strong></span></p>
<p><span style="color: #333333;">Compositions need to be checked and listened to, repeatedly, before they are completed, and in the case of video game music, submitted. It is a good idea to try out methods that prove whether a track can be repeatedly listened to. For video game music, which is going to be heard over and over again, the last thing a composer wants is the listener muting the audio because it is too repetitive and boring.</span></p>
<p><span style="color: #333333;">The best way to limit the chances of repetition is to make full use of variation in instrumentation and thematic devices. By having several key motifs that are balanced across varying instruments, the chance of the music sounding repetitive and boring will be greatly reduced.</span></p>
<p><span style="color: #333333;">Testing the music in different situations can help a lot too. Using a game music track as a ring tone for example, is an interesting way to see how well the track will be received. How long will a person keep that ring tone? They will certainly change it if they find the music too obtrusive or too repetitive.<br />
</span></p>
<p><span style="color: #333333;"><strong>Final Thoughts</strong></span></p>
<p><span style="color: #333333;">This article has explored techniques for making video game music through the explanation of how one level of a ten level iPhone game was produced. It needs to be strongly emphasized that the balance between well thought out instrumentation and varied, engaging motifs, will produce video game music that is powerful and memorable.</span></p>
<p><span style="color: #333333;">To see the final version of the second level game music of Plushed, an ingame video has been included for reference. Note: At 45seconds the game play video changes to a higher game level music track.</span></p>
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<p><span style="color: #333333;">Want to read the next article about composing music for the iPhone video game Plushed? Or how about music industry articles in general? Why not subscribe to the <a href="http://www.spencersternberg.com/feed" target="_self">Spencer Sternberg Feed</a>.</span></p>


<p>Related posts at <a href="http://www.spencersternberg.com">Spencer Sternberg</a>:<ol><li><a href='http://www.spencersternberg.com/2010/04/music-audio-industry-articles/writing-music-for-the-iphone-part-two/' rel='bookmark' title='Permanent Link: Writing Music for the iPhone &#8211; Part Two'>Writing Music for the iPhone &#8211; Part Two</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-news/plushed-released-for-the-iphone/' rel='bookmark' title='Permanent Link: Plushed Released for the iPhone'>Plushed Released for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/08/audio/boostball-for-the-iphone/' rel='bookmark' title='Permanent Link: Boostball for the iPhone'>Boostball for the iPhone</a></li><li><a href='http://www.spencersternberg.com/2010/01/music-audio-industry-articles/music-for-live-art/' rel='bookmark' title='Permanent Link: Music for Live Art'>Music for Live Art</a></li><li><a href='http://www.spencersternberg.com/2009/12/music-audio-industry-news/plushed-soon-to-be-released/' rel='bookmark' title='Permanent Link: Plushed Soon To Be Released'>Plushed Soon To Be Released</a></li></ol></p>]]></content:encoded>
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