Orchestral Programming: A Brief Guide
Orchestral Programming: A Brief Guide
A Brief Guide
Introduc)on
Hello everybody! My name is Guy Michelmore. I
am a film and television composer and I’ve been
working with orchestral samples for most of my
working life. Ge@ng even the best sample
libraries to sound realisAc takes a great deal of
skill and knowledge, and that is what I’m going
to aCempt to impart to you in this micro course.
We will look at each of the five most important
aspects of orchestral programming in turn:
• Day 1: ArAculaAons
• Day 2: Dynamics & Controller
• Day 3: Legato
• Day 4: Size of the SecAon
• Day 5: The Room, Ambience and Mic PosiAons
Day 1: Ar)cula)ons
If you take a teacup and start hi@ng it with a pencil you will very quickly hear
how many different sounds can be created just by taking something as simple
as a piece of crockery and an item of staAonery and banging them together.
Now imagine taking something as sophisAcated and complex as a violin and,
rather than hi@ng it with a pencil, playing it with a bow and seeing how many
different sounds you can create from that instrument. As a music lover you will
be very familiar with the range of sounds that an instrument can produce, and
will be expecAng the subtlety, the emoAon, the different intonaAon, the
dynamic contrast that a professional player brings to every line of music they
play.
Enter the world of Digital Audio WorkstaAons (DAWs) and sample libraries.
How on earth are we going to recreate that kind of subtlety using digital
samples?
What exactly is a sample? Put simply it is a digital audio recording of a
musician playing one note. If you try pu@ng that into a sample player within
your DAW you will quickly find the limitaAons of working with a simple
sample. Firstly, as soon as the sample is played more than a tone away from its
original pitch it sounds extremely arAficial and unrealisAc. Secondly when you
start playing the sample louder or quieter, although the volume goes up and
down, it doesn’t sound realisAc because a real instrument has a different
Ambre depending how loud it is played. Add to this the problem that when you
play a note repeatedly on a real acousAc instrument it will introduce subtle
variaAon in the note whereas the digital recording remains absolutely idenAcal,
and you start to see why sample instruments are incredibly complex creatures
that require hundreds, thousands, someAmes even tens of thousands of
individual recordings to make them come to life.
In order to make a line of music sound realisAc you have to use mulAple
arAculaAons: legato for the lyrical secAons, spiccato and staccato for the short
detached secAons, etc. Each one has to have its own specific place and
replicate as closely as possible the way a live musician would perform that line
of music. However, just using separate arAculaAons will not take you all the
way to your goal. You will need to adjust the Aming and the volume of each
individual notes to make them gel together so that they feel like a cohesive
line of music, not like the playback of individual sounds from a piece of
socware.
Changing Ar)cula)ons
Separate Tracks
A third way is to play in the notes then use ArAculaAon IDs (Logic) or
Expression Maps (Cubase) to assign arAculaAons to individual notes in the
piano roll editor. This can work well, but doesn’t allow you to play the notes in
and hear the arAculaAons as they will be in the final piece at the same Ame.
Also, se@ng up ArAculaAon IDs and Expression Maps can be extremely fiddly.
Most people will buy a third-party library of ArAculaAon IDs or Expression
Maps as presets, but this is an addiAonal expense.
Conclusion
Here is a handy spreadsheet of all the ConAnuous Controllers and what they
do.
ModulaAon
1 77 Sound Controller 8
Wheel (MSB)
Breath Controller
2 78 Sound Controller 9
(MSB)
Portamento Time
5 81 General Purpose Controller
(MSB)
Effect Controller 1
12 91 Effect 1 Depth
(MSB)
Effect Controller 2
13 92 Effect 2 Depth
(MSB)
14 Undefined (MSB) 93 Effect 3 Depth
General Purpose
16 – 19 95 Effect 5 Depth
(MSB)
Non-Registered Parameter
64 Damper Pedal on/off 98
Number LSB (NRPN)
Non-Registered Parameter
65 Portamento on/off 99
Number MSB (NRPN)
If you want to aCach a controller to a control inside a sample player, right click
or control click the control in quesAon. This brings up the MIDI learn box. Click
on “MIDI Learn” and wiggle the controller you wish to aCach. The controller
should now be aCached.
Day 3: Legato
The legato funcAon inside most sampled instruments allows players to
simulate the effect of a musician moving smoothly from one note to another.
Normal sample programs contain just a single note, whereas legato programs
include a Any recording of the sound of the musician transiAoning between
the two notes. This is very complicated to program and with every generaAon
of virtual instruments the effect becomes more sophisAcated and easier to
use.
Legato programs are complicated, and if you are used to using the purge
funcAon in Kontakt for example where you can empty the computer memory
of samples and just stream sounds from an SSD, this does not work as well
with legato samples.
Not every line of music needs to be played legato, so don’t overuse them.
Frequently you need to make use of sforzando, marcato, as well as just normal
sustained notes. Overusing legato makes the music sound less effecAve and
lose some of its edge because you’re not taking full advantage of a clean
aCack, which many live musicians would use more frequently. Legato is ocen
parAcularly overused with brass samples.
More recent legato samples take account of the speed of the transiAon. If you
are playing fast you would expect to hear a blurred legato sound, very much
like what you would hear from a musician playing a fast arpeggio or run.
However, if you play slowly on a string instrument for example you might
expect to hear something closer to portamento. SophisAcated virtual
instruments are able to detect the speed at which you are playing and adjust
the speed of the legato accordingly.
The transiAon sample is triggered when the player overlaps two notes and
conAnues to hold down the outgoing note while pressing the next note. If the
two notes don’t overlap, no legato effect is heard.
In the real world, if you had three French horns required to play a triad, you
would assign one instrument to each note. In the sampled world, if you have a
sample of three French horns playing together and you play a chord, you will
end up with three horns playing each note, so nine horns in total. The result
can be very unrealisAc and someAmes leads to a weird ‘phasey’ sort of sound.
This is known as the ‘pipe organ effect’.
Layering
While many instruments are beCer suited to being performed only by solo
players, like many brass and woodwind instruments, strings combine very well.
If you wish to layer a number of different samples together you can achieve
some interesAng creaAve effects; for example if you mix a solo instrument
with a larger secAon, and get the balance just right, you can decrease the
overall size of the secAon in the mind of the listener. Ge@ng the size of the
string secAon right is parAcularly important when the music is harmonically
complex; if you have chords with more than 3 or 4 notes, you would not want
16 violins playing each note. The correct use of a chamber string secAon can
greatly enhance the realism of the music.
Layering is also very useful when you wish to overlap different arAculaAons.
For example you may want to put a marcato sample overlaying a sustain
sample to give a stronger start to the note. You may equally choose to use a
sample dynamic movement, like a crescendo decrescendo, which you can lay
over the end of a sustained sample.
Conclusion: don’t assume that the largest secAon is always the best for your
sampled mockup. Ocen working with solo or chamber secAons is a far beCer
choice.
Adding Reverb
Always use bus-based reverb, not Insert reverb, when applying the same
reverb to mulAple tracks. ConvoluAon reverb in parAcular can be very draining
on your CPU, and you do not wish to add this to every single instrument track.
You will however need separate reverbs for each stem if you are outpu@ng
your music as stem files.
This has been a very brief look at what is a very complicated and detailed
subject. I have been working with orchestral samples for well over 20 years
and I sAll have a great deal to learn. We are very fortunate that so many
sample developers conAnue to produce such amazing products for us. Not all
of them are astronomically expensive, and some of the older and cheaper
samples are every bit as good as the latest and most expensive ones. Acer all,
a sample is simply a recording of a musician playing a note; if that musician had
a parAcularly good day in 1998 it is sAll a great recording today. However, the
technology marches on and becomes ever more sophisAcated, which makes it
ever more easy for us to create realisAc mockups of live musical performances.
The one thing you should remember above all is to think like the musician who
would perform that piece of music live. Every note, every arAculaAon, every
dynamic movement must contribute towards the expressive and emoAonal
impact of the music. Look at each phrase in turn, each line, and then bring all
the parts together in one saAsfying whole.
Whether you are working in Logic, Cubase or any other Digital Audio
WorkstaAon (DAW), this course will unlock the techniques used by top
working composers and song-writers.
The detailed videos explain a key concept like the use of mulAple controllers,
layering, and arAculaAon switching. Watch live scoring examples as we bring
all those techniques together. Learn in both Logic and Cubase, but the
techniques can be applied to any DAW. You can also download the DAW file
or MIDI and see exactly how it was done.
• Learn to breathe life into your sampled orchestraAons so they don’t sound
flat and arAficial.
• Discover techniques for ge@ng the best results from inexpensive libraries.
• Understand how sampling technology works to get the most out of your
computer’s resources.
• Learn alternaAve ways of working you may not have considered.