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#11
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I agree that it's a problem. The best composers, people like Jeremy Soule, often have a good number of tunes that have memorable melodies (though I wouldn't say I noticed that quite as much in Skyrim, beyond the theme), but it's all too common in game and movie soundtracks that atmosphere and ambient music is making up more and more of the soundtrack. That's certainly ok, and probably adds to the game or movie experience in a better way than overly focusing on melody for melody's sake, but it does mean that the music is less memorable.
Expanding a bit on what tweek said, I think the problem with technology is that listeners have built up a dependence on hearing fully-realized music, and it's no longer ok to use a sketched-out concept that's not arranged using the right instruments. Admittedly, it's hard to make a track consisting of orchestral ambient textures and sketch that out on a piano, but even for more melodic music, people are becoming less able to hear a rough concept plus a description and make sense of it. That's a bad thing as it requires composers to invest a lot more time into music that may be rejected. Not that rejection or suggested revision on a piece is bad in and of itself, but it becomes more costly, and if people who commissioned the music don't let the composer take the unused tracks and use them for a demo reel or try to market them in other ways, time spent on that track is largely wasted for the composer. |
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#12
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Really, the one technology that is fetishized to an extreme - ironically - would be anything producing a chiptune sound. LSDJ, trackers, etc. That's the one thing that I've observed even non-producers go crazy over PURELY because of the technology used to make the music. I would say with a good deal of confidence that if you took any given chiptune song and arranged it for real instruments, not nearly as many people would be interested.
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Original albums, tutorials, videos, free music at zirconMusic Kontakt samples for composers & remixers: Impact Soundworks twitter | facebook | youtube |
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#13
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Technological advances have improved everything. To the extent that people are making music without knowing anything about music, it's because the technology has made music accessible to them in a way that it never was before. That's a good thing. People should be encouraged to be musicians even if they lack formal training.
If the objection is that technology is hindering people's creativity, that's really a problem with self-discipline and/or education rather than technology per se. There will always be the means to cut corners and write mediocre music rather than excellent music regardless of what the level of technology is, even if those means are as simple as repeating a phrase when you ought to have varied it or using a piano when you ought to have heard things in your head. That project managers have high expectations for demos and mockups is, in my view, not a problem at all. The reason that mockups and demos have traditionally been stripped to the bare minimum is that the means of doing anything more complicated weren't available. The means are now available, and its not unreasonable to expect people to use them. One of the things, in fact, that I don't like about composition programs in academia is that so many of the old guard composers have no idea how to do decent mockup recordings, have no interest in learning, and can't teach students how to do them.
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#14
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what bothers me is when i feel like the engineers are taking over the creative process. for me, personally, because i'm much more of an emotional than a technical person, i get tired of the constant gear talk that goes around electronic music-making circles. i like exploring new tools a lot, but it's very much secondary to the music-making process, to me. i've been shown a few high-end plugins that a lot of people use, and messing around them made me extremely nervous. why? one was that i felt i had to be an engineer to actually understand what i was doing. but ignoring my incompetence, i mostly felt they were doing all the work for me. and the most important part of making music, for me, is the process of exploring and building the sounds i have from scratch, so that i can form some kind of unique sound for what i'm doing. if the sound is already heavily defined for me, it feels like i'm just following a template. and i don't find that enjoyable - that's not why i do music. i know that other people are fine with music like that, and i have no problems with that. but i often feel like the tools are more built for a more left-brained approach towards composition than they are towards an open one. i mean, i get anxious about using a lot of sequencers because these days because i feel like they're built for pushing me towards making a certain type of music. even the ones that are supposed to allow you to do all kinds of different things. and i know you can make any kind music with FL or Reason or whatever, but i don't think it's a complete coincidence that the majority of the music that gets made with those tools sounds similar. what sounds good also is a huge matter of subjectivity - i have a mix on this site with a sound i really enjoy, but a lot of people think it sounds horrible. and i'm not really in a place to say they're wrong or i'm right, but i wasn't going to not make it just because i thought some people wouldn't like it. and i'm also very much a fan of The Velvet Underground's "White Light/White Heat" album, for example, which has an extremely blown out sound that would be any engineer's nightmare. or Sleater-Kinney's "The Woods". i approach sound more like sound-painting - how well does the sound realize the world that the composer is trying to achieve? and it bothers me that some people try to marginalize that approach, like it's overly pretentious or it doesn't exist, because that's the whole reason i'm doing music in the first place. Quote:
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Last edited by ella guro; 05-04-2012 at 05:43 AM. |
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#15
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In 'classical' music (and by that I mean not the metagenre, the practice) I've experienced this 'gear fetishism' and gear demand far more than any electronic musician. In the classic music practice, it's all about what instrument you've got, or what reed/strings/mouthpiece/pick/bow/mallets/sticks/skins you're using. I mean, I've spent far more on 'classical' music items then I have on any electronic producer stuff. About five times as much. I mean, let's take the saxophone for instance. From experience, you're looking at least £3,000 ($4860) for a decent, professional quality instrument, and that's even entry level for the better manufacturers. A good mouthpiece? £100 ($160) at least. Good reeds? £10 for three. You get the point. This is not unique to modern, digital technology. As long as there is stuff to purchase, there'll be gear obsession in music. |
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#16
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i always completely hated it when other trumpeters at festivals and stuff would scoff at me because I didn't have a "stradivarius." and now that i have one i barely even use it. nah, i don't think technology ever has or could hurt music, it's just certain composers and artists who make it look/sound bad. |
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#17
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And a certain "sound," as you mentioned, kind of defines a genre, doesn't it..? Last edited by Phonetic Hero; 05-04-2012 at 03:35 AM. |
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#18
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Please note I'm not saying anything about whether it's a "good" or "bad" style of production, I love chiptunes and have done some very poor attempts at them myself. I'm just talking about the popularity of them vs. the popularity of any arbitrarily picked production style or set of instruments.
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Original albums, tutorials, videos, free music at zirconMusic Kontakt samples for composers & remixers: Impact Soundworks twitter | facebook | youtube |
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#19
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Hahaha, takes me back. Oh man, I remember my friend endlessly endorsing his Stradivarius trumpet.
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#20
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Sound and composition are very unique. Not just by themselves but to people as well. Heck I used to know someone that thought they heard bells on the radio when actually it was a piano. The part about bringing a concept of a song is interesting because depending on who hears it you might get someone who's looking for a sound or looking for a melody. Like I had a job doing a techno kind of Touhou piece and made a bid with a concept I made pretty quickly with soundfonts and they loved it, when I completed the song with all the proper production they were blown away and actually tipped me. Another time I made a piece for someone with some SNES sounds to demonstrate what I wanted to do and they weren't particular too into it, then I did it up fully orchestrated and they were again blown away by it. So I'd say there's people who don't particularly mind what you write as long as it sounds amazing and there's people who are looking for particular writing despite the quality (although people sure do appreciate the quality).
I wouldn't say technology hurts music it just makes many more paths and decisions. But I do think in some cases when you're composing a song or creating a melody you are doing it for the sound. Like if Inon Zur auditioned to do the music for Fallout 3 with concepts done on a piano it would not be as interesting at all until it was fleshed out with orchestra, that's what make it more special (although I cannot remember a single piece of music from that game). But if the developer's said "hey were really keen on there being a lot of piano but we want it to express the lonely and desolate atmosphere" then he probably would have gone about that decision with more creativity due to the limitation. I don't know why I picked Fallout 3 it's probably because I can't recall any of Inon Zur's music at all. Personally I think the best music comes from a place where you're not thinking of sounds or technology, but you know the feeling, the movement...you know what it is meant to do. There will always be more and more pressure as music evolves but I will always appreciate those that can forget about it and just make something real.
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