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Producing Music for Advertisements

Producing Music for Advertisements

with Brian Lee White

 


Help your client achieve the music that matches the vision for their brand. This real-world project course shows how to assess an assignment, break down a creative brief, and decipher client expectations to create a compelling musical score for advertisements. Producer Brian Lee White shows you how to shape a score around picture and create a memorable theme for the client's brand. You'll also learn how to address the revision cycle with a client, adopting smart strategies to deliver excellent work on time and on budget. When you're ready to deliver the music track, learn how to print the final assets for delivery. Finally, Brian helps you understand the importance of a scope of work agreement and various licensing and publishing rights you may be entitled to as a composer.

Note: While the composition of the music for this course takes place in Pro Tools, a majority of the content will be about the creative process and translates to almost any DAW.
Topics include:
  • Reviewing the creative brief
  • Working with temp music
  • Choosing an appropriate tempo
  • Marking keyframes
  • Creating a theme
  • Breaking down client feedback
  • Implementing revisions
  • Printing the music for delivery
  • Understanding basic music licensing and publishing principles

show more

author
Brian Lee White
subject
Audio, Music Production, Audio Plug-Ins, Film Scoring, Audio Effects, Music Editing, Projects
software
Pro Tools 8, 9, 10
level
Intermediate
duration
2h 1m
released
Jun 28, 2013

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Introduction
Welcome
00:00 (MUSIC)
00:04 Hi. I'm Brian Lee White. In this course, we will work our way
00:07 through the process of scoring music to a commercial ad spot from start to finish.
00:13 Starting with the creative brief or break down the client's material, temp music
00:19 (MUSIC) and setting up the session to work with picture.
00:24 Next, I'll move on to the musical building blocks that make up a compelling
00:28 commercial composition. Including drums and bass (MUSIC), thematic
00:36 elements (MUSIC) and sound design. (MUSIC).
00:46 After that, we'll discuss the revision and delivery process to the client.
00:51 I'll share with you many tips and strategies for working with clients,
00:55 creating a solid scope of work, and discuss basic music licensing.
01:00 So if you're ready, I'm ready. Let's get started.
01:03
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What you need to know
00:00 The core goal of this course is to give you a broad brush look at the entire
00:04 commercial composition process from initial create a brief, to final delivery
00:08 using a sports drink commercial as a specific example.
00:14 While I will describe many of the steps I take to assemble the composition, this
00:19 course is not intended to be a primer on music production in any specific genre or
00:23 a primer on music theory in general. In other words, I'm not going to spend
00:30 hours giving you a step-by-step breakdown of how I program the specific base sound
00:34 or how I use certain chords or certain snare samples in this very isolated
00:38 commercial example. My goal is to give you a Big picture look
00:43 at the process from start to finish, and point out insight that I have gained from
00:48 many different commercial projects in many different styles.
00:54 While watching the course, keep in mind that the end goal is not so much the
00:57 specific musical aesthetic of the specific score for this very specific commercial
01:02 You might not even like the style of music we use or even the product we're marketing
01:06 at all. Instead I want you to focus on the big
01:11 picture of the process and the steps involved to go from, we've got a
01:15 commercial that needs music to, invoice paid, great job dude.
01:21 So on that note, let's get started.
01:23
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Using the exercise files
00:00 If you're a premium member of the Lynda.com Online Training Library, you
00:04 also have access to the raw audio material used to create the exercise content, as
00:09 well as, all other audio and video examples featured throughout the course.
00:16 In the exercise folder, you'll find a series of subfolders including PDF's of
00:20 the creative brief that we'll go over. I also have full stems of the music.
00:27 I'll be using Pro Tools, but you can use these WAV file stems to bring into any DA
00:32 or workstation you might be using. We also have the temp music example, the
00:39 video we'll use in the course, as well as, the voice over.
00:43 If you're a monthly member or annual member of lynda.com, you don't have access
00:48 to the raw audio files but you can follow along from scratch with your own assets.
00:55
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1. The Assignment
Reviewing the creative brief
00:00 Most composition projects will have some form of creative brief or description of
00:05 the task at hand. The brief is a vital part of the
00:09 composition process because it gives the composer important insight into both the
00:13 client as well as the product or service that is being marketed and helps him or
00:18 her create a game plan for the music. While the format and makeup of creative
00:24 briefs can vary depending on whether they are created by a specific commercial music
00:29 house or the ad agency overseeing the project, they may also include important
00:33 information regarding the style of music they're looking for.
00:38 The format, say 15 seconds, 30 seconds. Is it TV?
00:43 Is it web, etc., and any temp music that they feel works well with the spot and
00:48 possibly a reference cut or some story boards of the actual commercial.
00:55 Lets go through an example by breaking down the creative brief of our sports
00:59 drink commercial and try to identify any information that may help us during the
01:03 composition project. So I opened up the creative brief PDF,
01:08 which I included an exercise asset. It's for your reference.
01:13 And as I browse through here, first off we all we can see that H plus is a high tech
01:17 sports drink designed for athletes as a hydration alternative to water.
01:24 We can see that it's all-natural, low sugar, all that good stuff, but as we
01:28 scroll through, we get into some of the real important information about the brand
01:32 itself, which will help us identify how to best support this brand with music.
01:40 So here we can see, H-plus athletes are sophisticated, not aggressive, clever, not
01:45 confrontational, Work hard and play fair. These are some great insights for shaping
01:52 a musical score that we'll get into more later.
01:56 Next up we have a script of the VO and some style frames.
02:00 The script and the style frames would be incredibly useful if we didn't actually
02:04 have a rough cut of the commercial, because they would help set the tone and
02:08 the mood of what the music might sound like.
02:13 But in our case we have a rough cut to work from, which we'll review in a
02:16 subsequent movie. In addition to the main creative brief,
02:20 I've also created a mockup of a music only brief that composers will often receive
02:25 from a music house. This provides some of the same
02:30 information, but also includes important specifics like the length of the piece.
02:35 I can see here it's a 30-second commercial.
02:38 How we should utilize the temp music. So here I can see that the client likes
02:43 the Dubstep electronic vibe of the temp. So the final track should lean in this direction.
02:49 I can see that the picture is locked here. I can see some other notes about the temp
02:53 track is a little too aggressive and they're looking for something more
02:56 anthemic and melodic. And I have some information about the
03:01 delivery requirements, the specifics on a stereo mix of music only with no
03:05 automation, a reference mix with music and VO, and the format of the files I need to
03:10 deliver, so 48k AIFF files with a two pop at the head we'll go over that in detail
03:15 in another movie. So now that we have a good idea of the
03:22 product and who it will be marketed to, next we'll review an actual rough cut of
03:26 the commercial to see how everything is working in context.
03:31
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Reviewing the cut
00:00 Many commercial composition projects will include at least a rough cut of the video
00:05 or a wire frame or slides in the case of an animated or visual effects heavy spot.
00:11 Well, the creative brief gives us a good idea of the brand and the potential customer.
00:16 A cut of the actual commercial with any temporary music and voice over can tell us
00:21 much more about the aesthetic and feel of the project and can really help get those
00:25 creative juices flowing. In our H Plus example, we're fortunate
00:31 enough to have a near final cut of the video with both temporary music and voice over.
00:37 So let's check it out. (MUSIC).
00:40 You work hard. Play harder.
00:43 Water can't get you back what you lose. H Plus Sport has what you need.
00:49 Natural electrolytes from plants, not chemicals.
00:53 H Plus sport isn't made in a lab. Too much sugar dehydrates you, and robs
00:58 your energy when you need it most. H Plus Sport only has 5 grams.
01:03 Everything you need. Nothing you don't.
01:06 H Plus Sport. Natural rehydration.
01:09 >> So, just as the brief described, we have a high energy commercial spot with
01:13 lots of quick cuts and stutters to get the viewer excited about the project.
01:19 The temp music in this case suits the style of the video edits, but in my
01:23 opinion it tends to obscure the voice-over.
01:26 And sounds a little too aggressive to me. Which, from the creative brief we learned
01:31 that an H Plus customer was a smart and sophisticated athlete but not aggressive
01:36 or confrontational, as this music leans towards.
01:42 As a quick note regarding the temp video from the client, remember, if the director
01:46 is looking for the music and sound design to hit picture in a certain way, like in
01:50 our example commercial, communicate the importance of a more final or picture
01:54 locked cut of the video. Otherwise, you may find yourself in a
02:00 revision nightmare with a vicious cycle of re-editing your music to new cuts of the video.
02:08 Sometimes this can't be avoided because things happen at the last minute and stuff
02:12 needs to change. But you'd be surprised how many editors
02:16 just don't think about the ripple effect their actions will have on the music and composer.
02:23 So a firm dialogue and proper scope of work is highly recommended to keep the
02:27 revisions process as smooth as possible. Now that we reviewed a cut of the
02:34 commercial and come up with a few rough notes and ideas, next we'll dig deeper
02:37 into the temp music and see what's working and what's not.
02:42 And how we can gather inspiration and move forward with an original score of our own.
02:46
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Working with temp music
00:00 When scoring a picture, whether it's a commercial, TV or film project, one or
00:04 more Reference or what's called temp tracks are usually included with the
00:08 Creative Brief or rough cut of the video. Temp or Reference music serves a variety
00:15 of vital functions in the production process.
00:19 One, it allows the client director and/or music director to get a feel of the
00:23 emotional direction the music should take and how the viewer will feel when they see
00:27 and hear the piece. By using existing pieces of music, the
00:33 team can get close to the feel and energy they're looking for without paying for
00:38 custom music that may or may not work in context Additionally Temp music gives the
00:43 editor something to cut to while they're working out the tempo and pacing of the
00:47 video edits. From the rough cut, you may have noticed
00:54 then in our specific example, the editor has cut heavily to the tempo of the temp music.
01:01 So we'll take that into consideration when we decide the tempo of our original piece.
01:06 In addition to the brief, the reference material gives the composer tangible sonic
01:11 clues as to what the client and director thinks is going to work.
01:17 Emotional adjectives like intense and aggressive or thoughtful and pensive can
01:22 only go so far because they're so subjective and open to interpretation.
01:28 A direct musical example of what the client thinks describes a specific emotion
01:33 or adjective is worth so much more than handful of words, because it gives the
01:37 composer and actionable outline to work from.
01:42 So let's listen to our Temp music again in isolation, and discuss what is and isn't
01:47 working, and point out some specific things we might want to put into our
01:51 original music. (MUSIC).
02:24 So this piece definitely has the excitement element covered.
02:28 But like we said earlier, it's a bit too aggressive for the brand and lacks any
02:32 specific theme or memorable melody. The technical stutter edit however do work
02:39 really well with the way the cut is shaping up.
02:42 So, we'll try to maintain some of that with a bit more subtlety and
02:46 sophistication in our original piece. Now, if how the reference should be
02:51 utilized is not specifically outlined in the brief, it's important to discuss the
02:56 reference for Temp music with the Creative Director or agency.
03:01 For example, is the reference perfect but couldn't be licensed?
03:05 Or like in our H Plus example, it might be the right mood, but there are things that
03:09 definitely need to change to make it work in this context.
03:14 In some cases, the reference is a popular song by a well-known artist.
03:19 Many times, it's much cheaper to pay a composer to write a sound alike in the
03:23 style of a specific song than it is to license the original work.
03:28 Did the client try to license the song with the artist or publisher but was
03:32 denied or could not afford the fee? If this is the case, you'll need to be
03:37 especially careful about how much you lean on the reference for the final piece.
03:43 Sometimes, you may be asked to recreate a sound or melody more closely than you are
03:47 comfortable with. So be sure to express and document any
03:52 concerns you have upfront with the client. Many times, you'll be the most experienced
03:58 ear on the job as far as music is concerned.
04:01 In my experience, the client usually respects you looking out for their legal interests.
04:07 In the case where's there's absolutely no Reference music or Temp track, it's a good
04:11 idea to play Music Director yourself and seek out your own temp material and review
04:14 them with the client to see if you're on the same page.
04:19 This serves two functions, it let's you know you're on the right track with a much
04:23 smaller investment in time than composing an original piece and it gives you
04:26 something to chew on for inspiration. Doing this is really easy, all you have to
04:33 do is open up the video on one window, open up your iTunes or streaming music
04:37 service in another and start experimenting.
04:41 You might be surprised at what does and doesn't work in the context of picture.
04:46 I find this process of coming up with my own temp track so effective that
04:49 oftentimes I'll seek out my own additional references based on the client's reference tracks.
04:55 This gives me a larger pool of inspiration to draw off of and reduces the risk of
05:00 ripping off any one reference piece too closely.
05:04
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Decoding client expectations
00:00 Well many new composers might think that it's their stellar composition skills that
00:04 will win them the placements they pitch on.
00:07 It's often a composers' soft skills that end up setting them apart from the pack as
00:12 a consistently successful commercial composer.
00:17 One of the most important things to remember when pitching, or even composing,
00:21 final content for a commercial project is that it is just as much, if not more about
00:25 what the client is feeling as it is about what you personally believe is ultimately
00:29 appropreate for the project. Any experienced composer will tell you
00:36 that the best piece doesn't always win the spot, and could likely show you specific
00:40 examples where the music that ended up winning the spot, or the revision that
00:44 ended up in the final, was clearly not what they felt would have worked best.
00:52 Many times, we joke about being psychologists deciphering the complex
00:55 emotions of the client. The reality is, if you don't try to put
01:00 yourself in the client's shoes and get inside their head, you'll end up on the
01:03 losing end of a revision cycle, or worse, get passed on the spot altogether.
01:10 While there are no hard and fast rules when it comes to figuring out what the
01:14 client actually wants, here are some of the things I try to consider and factor
01:18 into my game plan. First off, why me?
01:23 Are you hiring me because you love my work, vision and aesthetic as a musician
01:27 and composer, or are you hiring me as more skilled labor to approximate another
01:32 musician's work? Sometimes it's a combination of both.
01:38 This may come across as sounding jaded, but that's not my intention at all.
01:42 We're working on music and that means working with emotions, egos, tastes, and
01:47 preferences that may differ signficantly. It's really easy to step on toes and get
01:53 yours stomped on in the process. Learning to compartmentalize these
01:59 emotions and maintain professionalism is a vital skill for any composer.
02:05 So, knowing where you stand in regards to creative license and planning accordingly
02:09 for that can help keep you sane and employed.
02:13 Reading between the lines. In many cases, a composer will be pitching
02:19 for the spot against other composers or music houses.
02:23 And the brief and accompanying materials may be the only information they have to
02:27 go off of in hopes of winning the spot. Sometimes, you have to read between the
02:34 lines and use your previous experience with a specific client or music house to
02:38 better tailor the pitch to a specific project or client.
02:43 The client may say they're looking for something, let's say, ultra-modern or
02:47 aggressive in the brief, but if your experience tells you their sense of
02:51 ultra-modern or aggressive is a little right of center Instead of arguing about
02:55 it, just adjust accordingly. If you have a good relationship with the
03:02 client, agency or music house, you may want to get their personal take on the
03:06 brief by asking questions. Sometimes you can get the inside scoop and
03:11 gain valuable insights beyond the brief. What are the creative directors favorite albums?
03:17 What's their age group? Think about things like this when you're
03:21 planning the music. Rock that pitch.
03:25 Sometimes pitching for a commercial is a two-part process, where ideas from many
03:29 different composers are presented to the client with the intention that the client
03:33 chooses one and begins to refine the idea into a final piece.
03:39 In this case, you have to win the pitch before you even start the revision process.
03:45 If I know there are a lot of composers pitching for the spot, I might
03:48 strategically move further away from the temp music in attempts to wow the client
03:52 with something gutsy and original. Even knowing full and well that I will
03:58 likely have to come back and tone it down in subsequent revisions.
04:03 Think of it this way, if there are 20 composers playing it super close to the
04:06 reference track and the client is sitting in a review session listening to
04:10 essentially variations on the same theme. Something outside the box that catches
04:17 their ear could be just the ticket to winning the spot.
04:21 This kind of thinking is a calculated gamble of course.
04:24 In fact any pitch is a risk worth time spent may not pay accordingly, so always
04:29 plan your strategies around that. Bottom line anything you can do to learn
04:35 what makes the client tick can only help you meet their expectations and facilitate
04:40 a smooth composition process. Adjusting your definitions of specific
04:46 musical styles or emotions can be difficult, especially for the type of egos
04:50 most musicians carry around. But I guarantee you, it will only give you
04:55 an edge and make your life as a composer easier and more successful.
04:59
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2. Setting Up the Session
Creating a new session and importing the video/dialogue
00:00 Before we can jump into making music, we first want to get our session set up accordingly.
00:05 Now, I'll be working here in Pro Tools, but I've provided all the raw assets in
00:08 the exercise folder that you can work with in any DAW that supports video.
00:13 So I'm going to start here by creating a new session, and I'm going to go ahead and
00:18 work in our delivery format of AIFF at 48 k.
00:23 Now, if you decide to work at 44 or Wave, it's not that big of a deal, you can
00:27 always change the sample rate later. But I figure, since we know our delivery
00:32 format, we might as well work with that from the get go.
00:36 And here, I'll go with 24-bit interleaved and Stereo Mix for my I/O settings.
00:42 Go ahead and save this as H plus commercial.
00:46 So I have an empty session here, and what I want to do is bring in my video track,
00:51 make sure that the frame rate in the DAW is set up correctly, and I want to bring
00:56 in my dialogue and temp music, make sure everything's synced up so then I can move
01:01 on to scoring the music. So I'm going to pull up my Exercise Folder
01:10 here and we'll grab our RoughCut, we'll import that final cut a little bit later.
01:18 And I get asked if I want to import the video as a new track and I want to do that.
01:23 I don't want to import the audio from the video, most of the time QuickTime's have
01:27 audio embedded. That's fine, sometimes I'll work with that
01:31 but I actually have separate dialog and Temp music that I'm going to bring in in
01:34 the next step. We'll just go ahead and put that at the
01:38 beginning of the session. So that's there and we got this really big
01:42 window that popped up. That's just our video screen and the first
01:46 thing I notice here is that my frame rate's in red.
01:50 And that's because my DAW is not set up to display timecode at the correct frame rate
01:55 of this video and that's why that's lit up in red.
01:59 So what I'm going to do is I'm going to go into my session Setup, so Setup > Session.
02:05 Then I'm going to change the Timecode rate here to match that.
02:08 So 23 97, very popular item code rate for HD digital video.
02:14 And so, now that shows up in white and we can just go ahead and test some playback here.
02:23 Cool, that looks good. So now, I want to bring in my dialog track
02:26 as well as my Temp Music, make sure that all syncs up.
02:30 Switch back here to my Exercise Folder, bring in that temp music just kind of drag
02:35 back to the tracks list and my voice over. Drag that in.
02:42 Now, let's just make sure this all lines up.
02:45 I'm going to go ahead and turn these down just a bit.
02:51 (MUSIC). Seems to be pretty synced up here.
03:08 Just one more note, if you are working in Pro Tools, you can disable the video track
03:13 by clicking this O here. Most DAWs have a way of disabling the
03:17 video track without actually deleting the video track.
03:21 And, what that does is it allows you to work without the video decoding putting a
03:25 strain on your computer. If you're working with a very high
03:29 resolution video file, maybe it's 1080p or something like that, it can really put a
03:33 strain on your computer CPU, especially on a huge session where you have lots of
03:37 plug-ins and things like that. Typically, I like to work with more of a
03:43 proxy cut or a low resolution of the video, something that's not really
03:47 going to tax my computer. And it's just a preference so that I can
03:52 use a lot of plug-ins and things like that.
03:55 But I'll still turn the video track off sometimes just so that I can work free
03:59 from that strain. So now that we have our cut along with our
04:04 voice over and our Temp Music, all put together in a session, now we can move
04:09 along to setting up the tempo which we'll do next.
04:14
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Selecting tempo(s)
00:00 Tempo is a critical component in any score to picture because it sets the mood and
00:04 pacing of the entire spot. And will drive many of your stylistic
00:09 choices when it comes to instrumentation and tone.
00:13 Now in our example, because the editor relied heavily on the reference track's
00:17 cadence for his cuts and based the energy and pacing on its rhythm section.
00:24 It's an easy choice to go with the same tempo for our original piece.
00:28 In this case we're working 140 bpm, and that's a very common tempo for this style
00:33 of Dubstep music. Now if you don't know the specific tempo
00:38 of your tempo track there's many ways you can figure it out.
00:41 Sometimes I tap tempo with a little iPhone app.
00:44 There are more complex ways to do it in the DAW, using Identify Beat.
00:48 However in this case I was pretty confident that it was 140.
00:53 So I tried it and it ended up working out. Now we'll go ahead and set that.
00:58 Just double click on the song starts, the little red diamond, and I'm going to type
01:03 in 140 here. Now with this specific piece, you might
01:07 notice that as I go here on my grid, the temp music is not lining up here.
01:13 The downbeats are not lining up with my grid.
01:17 Now this piece is indeed 140 bpm, but a lot of times the downbeat of the music
01:21 doesn't happen with the first frame of video.
01:26 It might happen a little later or there may actually be a pick up.
01:30 So what we need to do in this case is go in, I'm going to switch to Slip Mode, and
01:34 I'm going to take my song start and I'm actually going to move that measure one,
01:38 that downbeat, over to start with the first transient here of the temp music.
01:46 And the reason that I'm going to do that is so that now my grid Lines up with the
01:50 temp music. And because the editor cut to that temp
01:54 music grid, it's going to make my life a whole lot easier when I go placing my
01:58 drums, my percussion, my stutters, and all the cool little things that we're going to
02:02 try to lock to picture. So just remember that music doesn't always
02:08 start at the downbeat on the first frame of video.
02:12 It may be a little later, it may be a little earlier.
02:15 Sometimes there is a pick up, or it happens on the end of a 16th note.
02:19 So just be aware of that and you may need to kind of play with your song start in
02:22 addition to the tempo. And I can just verify that by coming over
02:27 a little bit later and I can see yeah, my downbeats line up really well.
02:31 And if I just click through, I can kind of see some of these action moments where he
02:34 has cut, where he's jumping down there into the sand.
02:38 See he's throwing the ball and the lights flash there.
02:41 So that's going to work out real well for us.
02:44 If you don't need to hit specific moments of picture, so you've got something where
02:48 the edits don't heavily rely on a specific tempo or cadence of music, what you might
02:52 try doing is previewing different pieces of music against the picture until
02:56 something feels good. Again, there's no sense in spending half a
03:02 day composing something, only to find out it doesn't work at a basic level of tempo
03:06 and pacing. So use reference material of your own to
03:10 get a good sense of mood. In the case where there are certain
03:15 elements on screen that the director or the ad agency want to hit picture, maybe
03:19 it's little flashes, or in our case the soccer balls being hit or a logo pops up
03:24 on the screen. A lot of times they won't give you temp
03:30 music that is cut so well, like in our case, and so what you'll need to do is
03:35 actually go through and find those spots where that action happens, and lay down
03:40 some markers and sort of visualize them and play with the tempo.
03:48 Scale it up and down until you find something that kind of falls in to place.
03:53 You might be surprised, you know, one hit could be a downbeat, the next hit could be
03:57 a set of triplets that you can put in, but until you lay out some markers you really
04:01 don't know where you stand with the tempo. In the event where hitting picture will
04:07 clearly require complex tempo changes, you might want to assess whether the style of
04:12 music your client is looking for can accommodate those kind of tempo or meter
04:16 changes without ending up sounding awkward to the viewer.
04:22 For example, if you've got a quirky orchestral track, that can flex quite a
04:26 bit in regards to timing and tempo without sounding too weird.
04:31 Whereas a four on the floor dance track or a rock tune people tend to expect those to
04:35 have a very reliable rhythmic pulse, and it can kind of be jarring if there's
04:39 shuffle, that can sound awkward or amateur.
04:44 So, in the end it actually might be easier to ask the editor to adjust the cut of a
04:48 few frames to hit the music rather than try to get the music to follow the cut.
04:55 You won't always get your way in this regard, but it never hurts to ask.
04:59 So just assess that with the director, and with the editor, see if that's a possibility.
05:06
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Marking keyframes
00:00 In any project where I want to emphasise certain moments of the picture with music
00:04 or sound design. I like to take a couple minutes to lay
00:08 down some markers on specific spots I want to play up with a musical, a rhythmic edit.
00:15 Most DOS allow you to lay out some form of marker or bookmark throughout the session.
00:21 In Pro Tools they're called markers, I just want to make sure that I'm seeing
00:24 them here. View.
00:26 And I want to make sure that rulers, markers is checked.
00:33 Now what I can do is go through here, and I'm going to use my grid in this case to
00:36 help me. But if I didn't already have that tempo
00:40 from the temp music set up I would work in frames mode so that I can go frame for
00:43 frame through the video. And I'm going to go through and I'm
00:49 going to find certain spots where I need to hit picture, like these first two
00:54 moments where I have the flash one (MUSIC).
01:00 And I'm going to mark those so I'll hit enter on my numeric keypad to get a new
01:03 memory location.I don't really need to name this.
01:07 I can if I want to be really organized, but in this case I'm just going to go
01:10 ahead and be the, name to the default, because really what I'm looking for is
01:13 just this little chevron, just a visual indicator.
01:17 I can go through and mark that second one. Anytime you're editing to picture,
01:21 sometimes what you can do is just set up your nudge so that it's time code.
01:28 And you have a value here of one frame. So this is hours minutes seconds frames so
01:35 we want to switch this to one frame. So actually let me do that 00, 01.
01:42 Great, and now I can use my Plus and Minus keys on my numeric keypad to go frame at a
01:47 time and maybe find some other parts like, that's kind of a cool cut where it
01:51 switches, right there. So we'll lay down one.
01:56 And I'll just kind of go through here on the edits, it's kind of neat, and I'll
02:00 find different moments that I want to play up.
02:05 That could be neat, this sort of soccer ball kick.
02:10 Now I'm not going to go through this whole piece but normally if I was actually doing
02:14 this, I would take five, ten minutes to kind of go through and layout different
02:18 moments I wanted to play up. And this does a couple of things for me,
02:23 alotta times I like to disable the video track and work I do this for a couple of reasons.
02:30 For one, when the video track is on it takes up a lot of system resources so if
02:33 I'm using a lot of virtual instruments and plug ins, you know that doesn't jive so
02:37 will with the video track processing high definition video.
02:42 Two, when the video track is enabled in the Pro Tools, it only allows me to make
02:47 selections or start or plate back at a frame boundary.
02:52 And in the case of this video, we only have about 24 frames per second, so but
02:55 doesn't give me a lot of accuracy in terms of making selections of things I might
02:59 want to loop or stutter, since its always quantizing those to the nearest frame boundary.
03:06 So I'll disable the video track and I will work just off of these markers.
03:12 The other thing that these markers will do for me when I'm working to picture is
03:16 kind of give me a larger perspective about the spacing and number of musical events
03:20 or devices that I want to sync to picture. And whether those moments relate to my
03:27 rhythmic or not. And maybe I'm putting them too close together.
03:32 So in this case, you know, I have a lot going on here.
03:36 And that's cool because it's kind of a jumpy cut but it really allows me to see
03:39 like, hey I might have too much going on here but I really don't have anything
03:42 happening over here. It just gives you a nice visual view
03:48 without looking at the video or rewatching it every time to see when are those
03:52 moments that I'm going to want to hit. Now, if I was doing sound design and
03:57 specific things needed to happen like the advertiser said, hey, we need you to use
04:01 this sound effect when this happens. What I would do is label these memory
04:06 locations and that would just save me time later so when I was importing all my
04:10 different sound design I could just quickly lay those out against my memory locations.
04:17 I don't have to go chasing down the video every time I want to spot a new sound.
04:21 So take advantage of whatever form of markers or memory locations your DAW has
04:27 when working to picture.
04:30
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3. Building the Track
Creating a game plan
00:00 Well sometimes you just have to dig in and start throwing around notes and sounds to
00:04 see what's going to work. I like to take a brief moment to collect
00:08 my thoughts and make a plan based on the creative brief, the cut of the video I
00:11 received, and any other reference material.
00:15 Now, in the case of our example commercial for H Plus, I know that I definitely want
00:19 to maintain that halftime dubstep tempo and feel to match up with where the editor
00:23 is taking the jump cuts and stutters. But instead of going completely agro with
00:30 the instrumentation, like we hear in the reference track, I think working towards
00:34 something more elegant and thematic is going to serve the product and the
00:37 voiceover much better. Remember, an H Plus athlete is
00:43 sophisticated and clever. And while the product and (INAUDIBLE) the
00:47 commercial is modern and tech-forward, the drink is all-natural.
00:52 So I think I will try to blend some of the electronic and glitch elements that we see
00:55 in the temp with some more traditional thematic instruments to round it out.
01:01 So let's break down the plan into some simple actionable bullet points.
01:06 For the drums, again I want to maintain the dubstep drum vibe, but I'm thinking
01:10 more arena anthemic punchy drums in that classic halftime pattern rather than the
01:15 super electronic sounding drums. And we kind of want them to be punchy and
01:21 energetic, but not as spastic as the temp. Now for our electronics and tech sounds,
01:28 what we want to do is bring in some glitchy rhythmic elements to hit the
01:32 picture, how the temp is doing, and keep the viewer interested, keep the momentum
01:37 of the cut going. And so, in that case, we are going to Lean
01:43 on the reference cut a bit, but probably not as spastic as to not cut into the
01:47 voice over or obscure the voice over so much.
01:52 We have to remember that the voice over is the most important part of the commercial,
01:56 because actually selling the product, describing the product, so We want to be
02:00 careful not to do anything that obscures that.
02:04 I said earlier, I really want to do some kind of melodic theme, that's going to
02:09 linger in the viewer's head, and really help identify the brand.
02:15 The drums I kind of want to lean more anthemic so I want to do that with the
02:18 theme also. You'll notice from the temp music that
02:22 it's kind of just melodically nonexistent, it's just kind of wah, wah, wah, wah, wah, wah.
02:28 It's not really switching in between different notes.
02:31 So I want to see if I can add a melodic element that's going to gets tuck in
02:35 someone's head after they watch the commercial.
02:40 I want to tie all of my stuff together with some sound design just to kind of
02:44 take it over the top. So some electronic sound design elements
02:49 like crashes, swooshes, risers, bombs, and things like that to really exaggerate the
02:54 emotional moments or cues in the picture. So at the beginning when those lights
03:00 flash, I really want to make that seem big and huge.
03:03 And at the end when the logo shows up I really want to take that over the top with
03:08 some extra sound design. Remember, every project is going to
03:13 require a different approach depending on the style of music the requirements from
03:17 the client and your own artistic process. But taking a few minutes to make a rough
03:23 outline of where you think you want to take it can really help keep you focused
03:27 and on task. Unlike making, let's say original artistic
03:32 music where artistic freedoms and unlimited time is the norm commercial
03:36 composers often work on extremely tight deadlines.
03:41 Sometimes only having a few hours to put together a solid idea.
03:45 So building in some organization and efficency to your creative process is a must.
03:51
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Constructing the rhythm section
00:00 Now that we're all set up and have a plan, we can start building the track.
00:05 Now, for the purpose of this course and in the interest of continuity and time, I've
00:08 broken down this stage into four sections starting with the drums and percussion.
00:14 Full disclosure, I built this track over several days with my production partner,
00:18 and the order with which things occur in an actual scoring scenario generally
00:22 doesn't follow any one prescribed set of steps.
00:26 So what I want to do here is describe the individual sounds that make up the whole
00:30 piece and discuss some of the thought process that went into those parts.
00:36 So I've gone ahead and brought in my drum tracks and you'll find those stems in your
00:40 Exercise Folder. You can bring them into any dock.
00:45 And I just want to go through here and discuss some of my ideas behind the sounds
00:49 I use for the drums, and let's just go ahead and watch the piece as it sits now.
00:56 (MUSIC). So that's a really good start, and fairly
01:28 simple here, I really just have this main Drum Loop where we have the kick and snare
01:32 all in one track. And, I actually found this really cool
01:36 Drum Loop as is that just had the kick and the snare pattern, really kind of this
01:40 arena rock meets dubstep drum pattern, I thought it sounded really cool.
01:46 (MUSIC). And what I did, is I edited it in some
01:55 parts to just change it up the beat, kind of make it fit with the picture a little
01:59 bit more. One thing you might have noticed is here I
02:03 kind of built in a little break going into that scene where she kicks the ball and
02:07 there's kind of big energy release there. (MUSIC).
02:16 Here, put in some fills. (MUSIC).
02:28 Repeating the kick there. I've even edited some separate accent
02:33 kicks onto this track and all these are. It's just that same kick drum here copied
02:41 to another track and then EQed to filter out all the high end so you get this low
02:45 filtered kick that is the pickup for the big kicks above.
02:52 (MUSIC). So it's really just the same sample, it's
02:58 just cut in a different way, and I do this a lot.
03:00 Now, the Hi-Hats come in here after that dramatic moment there.
03:05 And they just kind of change their pattern picking up the pace as it moves on to the
03:09 end of the spot. (MUSIC).
03:19 Getting kind of fast here, picking up the energy.
03:23 (MUSIC). And as far as the sound of those Hi-Hats,
03:34 I just found a natural drum kit, Hi-Hat sound that had a really nice big ambiance
03:39 to it cause I wanted to obtain that big arena, rock, dubstep, drum feel.
03:45 So these Hi-Hats worked real nice. The only other thing I've got here in my
03:50 Percussion section are these things that I'm calling the tech loops, and let's just
03:53 listen to those in isolation. (MUSIC).
04:10 And you can hear it's a bunch of kind of glitchy stuff going on in the stereo field
04:14 and I added a delay to that to kind of extend that, a ping pong delay, so you
04:18 kind of hearing this left and right subtle glitchiness.
04:24 And the reason why I wanted something like this is I want it to bring some of that
04:27 glitchiness from the temp music. But make it a little bit more subtle so it
04:32 doesn't stomp on all of the dialog. So I want that techy futuristic feel, but
04:37 I edited it and it kind of tucked it into the mix so that it's not overpowering the
04:42 dialog or the voice over track. So we can hear all of these things combined.
04:48 (MUSIC). And you'll notice that the tech loops
04:56 really play off of the main Drum Loop. So you can see they're kind of filling in
05:00 the gaps where that snare drum sustains. (MUSIC).
05:13 So there's almost kind of this call and response thing going on between the
05:17 glitchy tech loops and the main Drum Loop. The cool thing about this halftime dubstep
05:23 drum pattern is it leaves a lot of space, so when that snare hits, there, you have
05:27 this big gap that you can fill in with cool little details, because it's not
05:31 always playing on the two and the four like a regular rock beat.
05:37 There's just a whole ton of room there that you can play off of.
05:41 So you can have halftime elements as well as regular time elements.
05:45 Here, we've got the Hi-Hats that really pick up the pace with this sixteenth note.
05:50 (MUSIC). So you've got that cool break down feel of
06:01 the half time drums but that momentum of the sixteenth note Hi-Hat driving it and
06:05 these little tech loops filling in the gaps.
06:10 Next, we'll move onto the base and some other techy elements, to kind of really
06:14 give this a good rhythm section foundation.
06:18
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Adding the bass
00:00 Now that we have a strong foundation with our drums and percussion, I can move on to
00:05 building the bass parts. In Dubstep and most electronic music, the
00:11 bass components of any mix are very, very important.
00:15 And so you can see that I have many different bass parts that I've brought in
00:19 from the music stems. I have two Reese basses, which sound like this.
00:24 (MUSIC). They both kind of play off of each other.
00:32 I have this very high base that I call a base steamer (MUSIC), it's kind of airy
00:39 with a little bit of sub energy. And then an extra bass sub, that you can
00:47 see plays off a lot of the Reese basses to add extra low end in certain sections.
00:53 (SOUND). And then to add just a little rock and
01:08 roll attitude I've got electric bass guitar (MUSIC), and that's just going to
01:14 drive those eighth notes in this section where our hats pick up.
01:21 So let's listen to all those together. (MUSIC).
01:44 And so you can hear that this main bass Reese here actually isn't just one virtual
01:49 instrument being played on a keyboard. There's so many different sounds happening.
01:55 (MUSIC). And what that actually is, it's the
02:04 composite edited together of many different bass articulations.
02:08 A lot of times when people listen to electronic music they try to relate to it
02:12 with a traditional music and instrument paradigm where its like oh what instrument
02:16 is that and how do you play that part in real time.
02:22 Like its a guitar or a piano, or even a virtual synthesizer, and the fact is you don't.
02:28 Many things that go into making electronic music are actually cut together in stepped time.
02:34 So you may make a lot of different articulations.
02:38 From a synthesis, one that kind of has a sign like this.
02:40 (SOUND) You know, it kind of goes wow. And then maybe another one that (SOUND) (SOUND).
02:47 So you have all these little articulations that you've laid out and then you cut them
02:53 together like pieces of the puzzle and here, these are just acting as accents on
02:59 the different parts of the picture. So, you can see here when these first two
03:06 flashes come in it creates this really cool techy futuristic feel with those drums.
03:12 (MUSIC). kind of emphasize that little stutter with
03:22 this little bass Reese (MUSIC). And so those Reeses there by kind of a
03:28 main techy bass elements, and the other bass is kind of there to kind of fill in
03:31 the gaps that are left from the stuttery edited sound that we've got going on.
03:38 Like I said, the bass steamer is just this high airy bass that kind of just fills
03:41 things in. Let's take a listen with and without.
03:45 (MUSIC). So it's very subtle.
03:52 It's just adding this haze or air, giving a cool cinematic feel to everything.
03:58 (MUSIC). A lot of things might not make sense in
04:04 isolation, but as they're layered they're each lending something to the overall composition.
04:12 This sub is just bringing our low end energy (MUSIC), and you can see it's cut
04:17 against these other low-end bass Reeses, so that we're not building up too much low
04:22 end in the mix at any one given time. (MUSIC).
04:32 So these two are kind of responding to each other.
04:35 (NOISE). So even though I am using many different
04:48 bass parts is thought that they're all happening at the same time so my low end
04:51 isn't getting super muddy here. If I were to just have all my basses
04:57 happening all at once I would build up the low end fairly significantly and then I'd
05:01 have to deal with that and the kick drum. And it could get pretty muddy but what I'm
05:07 really looking for is these different flavors coming in and out just to keep the
05:10 listeners ear tickled and interested. But not sort of overwhelming the dialogue
05:15 we can bring the dialogue back in and we'll just go ahead and turn it up a bit.
05:20 (MUSIC). You work hard and play harder.
05:25 Water can't give you back what you lose. (MUSIC).
05:28 H Plus Sport has what you need. Natural electrolytes from plants, not chemicals.
05:35 H Plus Sport isn't made in a lab. >> So all these things just kind of
05:40 combine to give me a really interesting sound pallet, that sounds very futuristic
05:44 and keeps the listener interested. The last thing I just want to mention here
05:49 is this kind of electric bass guitar. (MUSIC).
05:54 And that actually is a virtual instrument bass.
05:57 So that's not a real bass guitar being played, that's a sample of a base guitar
06:00 even though I do play base, the reason I went with a sampled base is that I wanted
06:04 something that is very tight and accurate. So something that stays with the
06:09 quantization of the drums and really drives it forward.
06:13 So this really driving eighth note rhythm that's going on when everything kicks in.
06:18 (MUSIC). Has what you need.
06:20 Natural electrolytes from plants, not chemicals.
06:23 H Plus Sport isn't made in a lab. >> And on this sound I'm really not using
06:28 it for too much low end. I'm really using that honky midrange of
06:32 the bass, so this eighth note electric bass isn't really my sub energy or my low end.
06:38 It's almost acting as a baritone guitar. It's just providing that nice honky drive
06:44 in the midrange frequency. So sometimes I'll use a bass and remove
06:49 all of the bass frequencies, just because I like its upper frequencies, or
06:53 harmonics, that are going on, that add something into the mix.
06:58 So this base and rhythm gives us a really good foundation to build a theme on top of
07:02 with melodic elements, which we'll talk about in the next movie.
07:08
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Creating a theme
00:00 Now that I have a solid rhythm section and foundation, I can start thinking about
00:05 some melodies, some harmony and building a theme for this piece.
00:10 And that's where we can really dig in and start to come up with cool ideas to relate
00:15 to the brand and the viewer. And really just bring some additional
00:22 organic elements into this very techy electronic piece.
00:26 Remember what kind of wasn't working for me or the client in the temp music was, it
00:30 had all the right rhythm section stuff, but kind of melodically it really didn't
00:34 go anywhere And really stepped on the dialogue, so what we want to do is kind of
00:38 add that additional melodic element and make sure that it also works with the
00:42 dialogue and is memorable for the viewer. So I've flown in my melodic tracks from my
00:51 stems folder here and we've got a couple. We've got a dub siren, an ES2 melody
00:57 that's from the ES2 synthesizer in logic. A couple of guitar tracks and a vocal pad.
01:05 So let's just go ahead and listen to what those sound like here in context.
01:15 (MUSIC) So we've already established a chord progression with our bassline here
01:33 you can hear it really clearly with the bass guitar (MUSIC).
01:55 (MUSIC) So the melody is really just going to play off of that, either
01:58 harmonize that or follow that, and what you'll notice is that my melodic elements
02:02 don't come in until right around the five, six second mark.
02:07 So I'm really creating this dramatic entrance at this moment of the commercial.
02:12 (MUSIC) Whereas there's that sort of free section with the h plus sport logo that
02:18 comes in and she kicks the ball. So I'm really just kind of creating this
02:25 dramatic transfer of energy. When I add in the sound design we're
02:29 really going to drive it home with some wooshes and some symbols and some crashes there.
02:34 But the idea is it kind of just started out with the basses and the percussion,
02:38 kind of get it brewing, and then I take it someplace else with this melody.
02:43 The bass kicks in, the Hi-Hat changes. So, even though it's a 30-second spot, I
02:48 kind of want to have these different sections of energy to kind of push and
02:51 pull the listener So that there always staying interested in what's happening
02:56 both on screen with the visual as well as in the music and the dialogue.
03:02 So let's break these down we've got something I'm calling the dub siren (MUSIC).
03:12 (SOUND). And what that is is just kind of a sampled
03:16 siren sounds. You know, a lot of people will call it a
03:20 dub siren because it's used a lot in dub-styled music.
03:23 And it's just been sampled and pitched across the keyboard, so that it can be
03:27 played melodically and there's some delay on it.
03:31 And the cool thing is this is really just layering with the guitars that are playing
03:34 the same melody. (MUSIC) So by themselves they might
03:40 kind of sound a little tooty like a little whistle.
03:47 Maybe a little bit cheesy but as a layer, they create a really nice texture against
03:52 the tone and the timbre of the guitars. The guitars being, are sort of organic,
03:58 real instrument element, that someone can kind of attach to that guitar and that
04:02 base guitar are kind of our real rock elements and then we've got all these kind
04:06 of techie elements. The guitar and the dub siren are playing
04:12 this main melody that follows the base line.
04:15 This really simple da da da da da, (MUSIC) nice and memorable.
04:26 (MUSIC) And so, there's a response so that initial sort of hook melody, very simple,
04:34 it's just a few notes, and then I have a response, another guitar comes in and kind
04:43 of harmonizes with that. (MUSIC) And then I have a follow-up for
04:52 this third melodic phrase just to kind of end it off.
04:57 Just tie it all together. (MUSIC)
05:01 So very, very simple melody. It's not a solo or a lead or anything like that.
05:13 It's just, so I mean that the listener is going to remember and then identify with
05:18 that brand. It's not going to argue with the dialog
05:22 too much. We probably want to just check that here
05:25 real quick. (MUSIC) And we're going to actually
05:29 automate the music down a little bit, and even use a couple tricks to kind of EQ out
05:38 some of the frequencies that the dialogue is going to take up, just so we don't mask
05:47 our dialogue, since it's so important. Now the other two things we can take a
05:59 look here. This little ES2 melody.
06:08 (MUSIC) Just a little additional harmony. But what that's doing, it's kind of
06:11 providing this nice sucking sound that's kind of acting as a delay to these guitars.
06:16 You hear the guitar and then this ES2 melody kind of sucks out of that.
06:21 And that was actually achieved with a side chained kick drum that's causing it to
06:28 kind of swell wow, wow, wow, up and down. So you get this nice volume envelope.
06:42 And remember, our tempo is actually 140, so that would be sort of a 140 bpm side chain.
06:48 Quarter notes playing 140 bpm therem even though our drum beat is kind of a half
06:52 time thing. And this is fairly common in sort of
06:56 electronic music at this tempo where you have these elements that may be Sweeping
07:00 and swelling and creating a rhythmic interest at the regular time, the 140 bpm,
07:04 as well as the halftime. That would be the 70 bpm.
07:10 That's what our drums are doing, and then we've got this vocal pad.
07:19 (SOUND) And that's just adding a little bit of extra interest to the piece.
07:28 (MUSIC) Just a little extra cinematic kind of special sauce, kind of just layering in
07:39 there, adding in just a little bit of extra harmony to it.
07:50 This is actually a sample of a real vocal heavily processed and pitched up on the keyboard.
07:59 (MUSIC) With lots of reverb and delay in there so you can barely recognize it as a
08:06 human voice because it's been pitched up so much.
08:13 And sometimes, it's cool to take organic elements like voice or naturally recorded
08:18 instruments that you've mic'd up and then process them in a way that either pitching
08:22 them up or heavily processing them with effects to kind of give them that
08:26 electronic edge. So you still have these really emotional
08:31 qualities that organic elements bring Bring but you're kind of bringing them
08:36 into that tech or electronic fold so you're kind of getting the best of both
08:40 worlds there. So now that we have a really strong melody
08:45 to go with our composition piece that relates to our h plus brand we can ties it
08:49 all together with some sound design that we'll talk about in the next movie.
08:56
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Crafting sound design
00:00 So we've got a nice rhythmic foundation, we've built a really cool theme to
00:05 identify with the H plus brand. Now I want to tie it all together with
00:11 some really cool sound design elements. Some of the things you may have heard up
00:16 to this point kind of seemed a little awkward because there wasn't these sound
00:20 design elements filling in the gaps. It's not necessarily that I'm going to do
00:26 these last or do these first, it just made more sense for continuity in this course.
00:31 Now, let's go ahead and listen to some of these sound design elements that I've
00:35 pulled from our Effects folder of our music stems and see how they fit into the
00:39 entire composition. (MUSIC).
01:13 So its really starting to come together with the sound design.
01:17 Now that could mean anything from basic cymbals, I've got this sort of dark gong
01:23 here (SOUND). And I really like this sound, because it's
01:27 a cymbal, but it's very dark, and it doesn't have a lot of high end in it.
01:33 It's very moody, and it works really well in any cinematic sequence.
01:39 What it actually is, is a gong swell that I cut in half, so that I kind of created
01:43 my own attack out of it. (SOUND) And it sounds a little sharp in
01:53 isolation, but when that's added to the kick drum you don't notice that hard transition.
01:58 It actually works in your favor as a bit of a transient or punch.
02:02 (MUSIC). So it gives me that nice splashy, dark
02:13 cymbal sound there. I like turning things like gongs or really
02:17 big cymbals into crash cymbals because they don't have as many high frequencies
02:22 but they still give me that nice air and impact.
02:27 Now I also have this thing that I'm calling end hit, and I use it in 2 places
02:30 at the end, to seal the deal, if you will, on the logo.
02:35 (MUSIC). And that's kind of a (SOUND) sound, that
02:42 just kind of explodes with some extra frequencies and that little side chain
02:46 swell on the ES2 rings out with that. (MUSIC).
02:54 And here I'm actually using it to fill in this gap, so this is where I'm saying it
02:57 may have sounded awkward before because we have this build up point where the basses play.
03:03 (MUSIC). This sucks into this downbeat here, and
03:15 then all the instruments come in here, just a bit later.
03:19 So it's just kind of cool anticipation and build up to this release but then there's
03:24 a second release on the next beat. (MUSIC).
03:30 So, we got this boom, smack. (SOUND) Excuse my terrible singing there.
03:35 This is a really cool musical device that creates two moments to picture here.
03:41 There's this little flash of the camera there with the logo.
03:46 And then the second impact when the melody comes in (MUSIC) So she kicks that ball
03:52 and the guitars drop in with the beginning of the theme.
03:58 Now I have two swells. I have a reverse sweep, (SOUND) and that's
04:02 just white noise sweep with a little bit of EQ filtering, so it sounds like it's
04:07 rising up. (SOUND) And then I have a reverse cymbal,
04:13 (SOUND) and so they're very similar sounds.
04:18 (SOUND) (SOUND) It's just they're slightly different.
04:21 So I kind of get this suck into one and then suck into another for a really cool
04:24 effect, and I use this reverse cymbal again towards the end.
04:28 (MUSIC). And it's just this nice subtle push and
04:33 pull that I'm adding. I'm really just trying to draw out these
04:37 different emotional moments of the cut and transition the energy between these
04:41 different moments. And electronic music does that really well
04:45 with sound design, because you typically don't have the same kind of organic guys
04:49 in a room playing, you know, so we have to do it with other elements.
04:55 So sweeps and swells and explosions to kind of really build and release energy.
05:02 And that actually works really well in a cinematic or to picture context, cause
05:06 it's kind of these over the top almost trailer style sound effects that we're using.
05:13 Now I've emphasized some of these hits here, with a Sub hit.
05:18 (SOUND). And that's just kind of like an 808 style
05:21 boom, that's just really going to shake the subwoofer if the listener has one.
05:29 (MUSIC). So without that, it's just kind of puny.
05:36 So we really just want to shake the speakers.
05:39 And if you're listening on tiny little laptop speakers you're not going to hear
05:42 this, but if you put on some headphones or play it through your bigger sound system,
05:44 you really hear that shake the walls there, and that's what we're looking for.
05:49 (MUSIC). To layer that with that end hit there, so
05:55 that we get this really nice big hit. Without, (MUSIC) with, (MUSIC) really seal
06:04 the deal. So, the sound design effects act as glue
06:09 that really brings it all together, and sells it to the listener.
06:14
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Printing a version for review
00:00 It's a good time to send a rough draft of what we've got going on to the director to
00:05 receive any feedback and get some notes on our direction.
00:10 What I typically find when I'm working on a piece of music whether it's for myself
00:14 Who are for a commercial project or a score, is that I spend half the time
00:18 getting 90% of the way there with an idea, and then the other half the time,
00:22 finishing off the last 10% of details. And, as a perfectionist, it can be hard to
00:30 not want to fully realize your idea and spend a ton of time getting every last
00:34 detail in check before sending it off for review.
00:40 However I can say from experience it's generally a good idea to get feedback
00:43 sooner rather than later, in case the director really doesn't like the idea at a
00:47 fundamental level. In other words, if you went and spent that
00:52 extra 10% in a day of putting all these little details together, it's not really
00:56 going to make a difference, because maybe they just don't like the theme or the
01:00 beat, or just the basic elements, and so you want to get that feedback in the mix
01:04 as soon as possible, so you know that you're working towards the right direction.
01:13 Now, at this point I like to submix all my music elements so I can control their
01:17 volume against the voiceover and do a quick mix here between the music and the voiceover.
01:23 And so what I'll do here in Pro Tools is I'm just going to select these tracks.
01:28 Hold down option shift on the Mac or alt shift on the PC and click on the output
01:31 and send them to a new track. I'm going to send them to a new aux track,
01:36 I'm going to call that music. Now most DOS have a way of sub-mixing
01:40 tracks into a single volume fader so you can add plugins and automate them against
01:44 other things. In Pro Tools has an Aux Track here and so
01:49 I've got all these elements here in this music submix.
01:55 >> (MUSIC) H Plus Sport has what you need. Natural electrolytes from plants, not chemicals.
02:04 H Plus Sport. >> And that allows me to control the level
02:07 against the voice over so I can do some quick automation and some quick group processing.
02:14 And what I'm also going to do to the music here is just add a quick little mastering
02:18 insert just to kind of congeal everything together.
02:22 I really like this Maserati group plug in for just quick little mastering jobs.
02:28 I'll just switch it to master here. And we're just going to adjust some of these.
02:31 >> Water can't give you back what you lose (MUSIC).
02:36 H plus Sport has what you need, natural electrolytes from.
02:40 (MUSIC) That's just going to give us a little extra level, kind of even out all
02:44 of the music. I'm just looking for feedback here and
02:48 typically I'm not the one that's going to be doing the final mix of music to
02:52 dialogue if I'm just the composer. If it's a small project, I might be tasked
02:57 with doing that. But generally on the larger projects, I
03:00 would just send off the finished music as a stereo track, or as stems, to the dub
03:04 mixer, who would then combine it with all of the elements.
03:09 So we can just hear what this guy's doing (MUSIC), just give me some extra level.
03:18 (MUSIC) Cool. Now what I want to do is just add a little
03:24 automation here against the voiceover. So when we start out, kind of want to be
03:30 loud and proud with that first hit, but then we're going to dip it down, make a
03:34 little room here. Dip it down when the dialogue comes in.
03:40 Let's hear that. (MUSIC) Maybe I want to bring it up here (SOUND).
03:59 Maybe we won't be so dramatic. >> (MUSIC) You work hard and play harder.
04:04 Water can't give you back what you lose. H Plus Sport has what you need.
04:09 Natural electrolytes from plants, not chemicals.
04:14 H Plus Sport isn't made in a lab. (MUSIC) Too much sugar dehydrate you and
04:20 robs your energy when you need it most. H Plus Sport only has 5 grams.
04:25 Everything you need nothing you don't. H Plus Sport, natural rehydration.
04:31 Let's kick it up here on this last little hit so we get nice cinematic hit at the end.
04:38 Thing you don't. H plus sport, natural re-hydration.
04:45 So, what we actually want to send the director, is we want to send them a mix
04:49 with the music only, so they can review where the score is going, and a mix with
04:54 the dialogue. Now I typically at this stage like to send
04:59 things back as QuickTime movies all together.
05:03 So that the director can review it wherever they are on their laptop, on
05:07 their phone, they don't have to go marry it back with the video in the editing suite.
05:12 And so what I can do here, I just want to make sure on my master output that I'm not
05:16 clipping anything. >> From plants, not chemicals (MUSIC) H
05:20 Plus Sport isn't made in the lab. Too much sugar dehydrates you and robs
05:25 your energy. >> That looks pretty good, and so what I'm
05:28 going to do is make sure my temp music is muted, I don't want to add that in there,
05:31 and in fact I probably just want to right-click and make that in active so I
05:34 don't accidentally bring that into the mix.
05:39 So I'm going to go ahead and select the entirety of my video here, up at the top,
05:43 and I'm actually going to balance this to a Quicktime movie.
05:48 So we'll go ahead and leave this at 48k interleaved and click balance here.
05:55 >> And will go ahead and save this to our desktop.
06:01 And we're going to say H Plus music plus VO.
06:05 >> (MUSIC) You work hard, and play harder. Water can't give you back what you use.
06:12 H Plus Sport has what you need. (MUSIC) Natural electrolytes from plants
06:19 not chemicals. H Plus Sport isn't made in a lab.
06:23 Too much sugar dehydrates you and robs your energy when you need it most.
06:27 H Plus Sport only has five grams. Everything you need, nothing you don't.
06:33 H Plus Sport, natural rehydration. >> Cool.
06:38 So I waited for that to bounce in real time there.
06:40 Now I also want to give a version of the mix, just music only.
06:46 So what I'm going to do is go ahead and mute my VO and do the same thing.
06:50 I'll turn off my volume automation. So I'll just set that to off and we'll
06:55 just turn that up a bit so we have some nice level.
06:59 Again I'm not being super critical here about all the levels.
07:02 I just want to send the director something that they can review.
07:05 So I just want to make sure it's not too soft or really clipping.
07:08 We can scrutinize things later when we do the final deliverables once everything's approved.
07:14 So I'm going to do the same thing now, just bounce to Quicktime movie, same
07:19 settings here. We're going to go to the desktop and we'll
07:29 just say music.mov. (MUSIC).
07:35 (MUSIC) (MUSIC) So let's just make sure those printed correctly, when you're
07:48 balancing a QuickTime file and ProTools, you don't actually see the video preview
08:02 of that balance. Now this is different, in different daws.
08:12 Most daws allow faster than real time bounce, so you can just export that quickly.
08:17 So I just want to minimize this here and go check my video just real quick.
08:22 We'll just go ahead and check this one. (MUSIC) That looks good.
08:25 Let's just check our dialog version. >> (MUSIC) You work hard and play harder.
08:34 Water can't give you back what you lose. >> (MUSIC) H Plus Sport has what you need.
08:40 >> Excellent, so we can send these two movies off to the director or the ad
08:44 agency and get some feedback on what's working and what's not working, and then
08:49 begin the revision process.
08:53
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4. Review and Revise
Understanding the review and revision processes
00:00 Unless you happen to get lucky and hit it out of the park on the first submission,
00:03 there's a very good chance that you'll be asked to go through one or more round of revisions.
00:08 The revision process is an important step in the composition flow where the client
00:13 or creative directors can provide critical feedback on the piece, discuss what is and
00:17 isn't working for them and hopefully provide a clear set of ideas for potential
00:21 changes that will take the revision process in the right direction, resulting
00:25 in a final piece that everyone is proud of.
00:32 Typically, the way the review and revision process works is the composer submits
00:36 their best take on the music based on information provided in the creative brief
00:40 and reference material, as well as their own creative vision and experience on the piece.
00:47 The client and/or creative director will review this submission and provide
00:51 feedback to the composer, hopefully constructive feedback with concrete likes
00:55 and dislikes, or specific direction on what they want changed.
01:01 After receiving the notes, the composer will then evaluate, ask any question, and
01:06 voice any concerns or get clarification on anything her or she isn't quite sure of.
01:13 And then make a plan to rework the piece for re-submission to the client.
01:18 Depending on the specific project or contract this process if often repeated
01:23 many times until any issues or concerns are ironed out and the client is satisfied.
01:29 Because the revision process almost always has some form of criticism a composer's
01:34 work, be it constructive or otherwise, it is often the most difficult part of the
01:38 process for the composer to deal with emotionally.
01:43 Especially if they're used to being their own artist and visionary.
01:47 In my experience, the biggest mistake a composer can make in this stage is to get
01:52 overly worked up or stressed out over the revision notes, no matter how critical
01:56 they may be. For one, it puts you in a state of mind
02:01 that makes working on anything incredibly hard.
02:06 And secondly, it often isn't worth the extra stress in the first place.
02:11 As musicians, we often wear our hearts on our sleeve.
02:13 Music and emotions are forever fused together in our minds, even if that music
02:18 is for a sports drink ad. But in the case of commercial composition,
02:23 we have to remind ourselves that for almost everyone else in the process, it's
02:27 business as usual. We're selling a sports drink, no hard
02:31 feelings, no personal attacks. Just business.
02:35 So instead of saying, oh, they hate my synthesizer lead, so I hate them.
02:39 Whatever. This is stupid.
02:40 Try thinking something like well, I really thought that synth lead was awesome, but
02:44 it is their product and vision that I'm working toward, so let me see what I can
02:48 do to make this better for everyone. It's okay to voice any concerns or
02:53 elements that you feel strongly about in a professional and collected manner.
02:59 But keep an open mind to others tastes and preferences and stay professional.
03:04 Now that we're familiar with the process as a whole, in the next movie we'll
03:08 breakdown the specific revision process for our H Plus commercial.
03:14
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Breaking down the client review and revision notes
00:00 So we sent off the mixes for client review and got some really great feedback.
00:05 So, let's review the notes and discuss some ideas for implementing the client's requests.
00:10 Here's the email message that the director sent me.
00:14 Hey, Brian. I really, really, really like this.
00:17 The melody is great. Would it be possible to add back in a bit
00:20 more of the dubstep glitch of the temp? If the needle was at 50% before, push it
00:26 to 65 or 70%? Let's see what we can do to the music to
00:30 give the editor a stronger foundation for stutter time-cut options.
00:35 So let's break this down. First off, he likes it.
00:38 Awesome. So we're headed in the right direction.
00:40 But it sounds like he's attached to some of the stutter edit glitchiness of the
00:44 original temp, for the editors to riff off more.
00:47 Remember, we originally discussed that the temp really sat hard against the
00:51 voice-over, making it hard to understand the dialogue.
00:56 So my biggest concern with having as many set or edit breaks as the temp track was
00:59 it would risk the music getting in the way of the voice-over, which we don't want to do.
01:06 In this case, I erred on the light side and from the notes, it sounds like the
01:09 director would like to see what we can do to reincorporate some of that.
01:14 Now, after discussing my concern regarding the dialogue with the director, he
01:18 completely understood my concern and we both agreed on upping the glitch factor
01:22 while staying sensitive to the voice-over and maintaining that thematic feel.
01:29 And once you receive the notes, no matter how cryptic or vague they may be, it's
01:33 always a good idea to create some concrete steps to implement and push the revision
01:38 process forward. For this round of note0s, a few things
01:43 come to mind. One, in order to help define the jump cuts
01:47 more, I'll beef up the percussion and add more stutter edits to the drums.
01:52 Second, I'll also look for spots to break up or mute the melodic tracks to enhance
01:56 the edit points and attempt to give the director that extra 20% of aggressive
02:00 glitch he's looking for to help the editors out.
02:06 Part of what makes great commercial or jingle composers so effective is their
02:10 ability to create actionable ideas out of even the most opaque revision notes.
02:16 This kind of intuition comes with practice and experience in dealing with many
02:20 different personalities. Remember, anything you can do to create a
02:24 better relationship with your clients and directors, can really help when it comes
02:27 to deciphering their comments and give you an edge come revision time.
02:33 Of course, when in doubt, discuss your revision plans with the client, share your
02:37 ideas and concerns, and come up with a solid game plan before digging back into
02:41 the track.
02:44
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Implementing the revisions
00:00 So, I have my Revision Session open here. And I want to go through some of the
00:04 specific things that I did to the piece, based on the feedback notes that I
00:08 received from the director. Now, if you're following along with the
00:14 Exercise Assets, the only new addition to the Revisions is this Trash Percussion stem.
00:21 And you'll find that in the Music Stems folder, if you want to bring that into
00:25 your session. Again, some of the notes we received were,
00:30 generally they like the piece and the theme and where it's going.
00:34 They just wanted a little bit more glitch and edginess to play off some of the cuts
00:38 in the video. So, that trash percussion is a good place
00:43 to start. What I did is, I layered my initial drums
00:46 here, with these kind of trashcan sounds to give them more impact and weight.
00:52 So, let's take a listen. (SOUND).
00:55 Over here I even did a little stutter. (SOUND).
01:03 So, you can see his footsteps here. (SOUND).
01:05 I really wanted to play that up, and so let's listen with those drums to see how
01:10 they kind of accent each other. (MUSIC).
01:19 So, you can see they add an additional weight.
01:21 Let me mute those. (MUSIC).
01:29 So, just in various places I've used this sort of trash percussion to accent certain
01:34 events with the rest of my drums. (MUSIC).
01:51 That's a cool little moment there, where he stutters his football.
01:54 And so, in addition to taking this trash percussion loop that I found and cutting
02:00 it up, what I also did is edited the drum loop quite a bit.
02:07 You can see there's some edits in here. One you may have noticed, this little touchdown.
02:11 I just duplicated that snare. (MUSIC).
02:17 Here, I kind of did this kick stutter along with the trash percussion.
02:20 (MUSIC). So, really what I'm doing a lot of is just
02:29 taking the elements I already have and just copying and pasting them.
02:33 You can see here with the drums, I've done that quite a bit.
02:36 (MUSIC). Now, let's just listen to the whole piece.
02:46 (MUSIC). And that's a really good example right here.
02:57 I'm actually taking some elements out to kind of emphasis some of the percussion
03:01 and edits I've done. I've actually muted the bass here.
03:05 Got a little mute right here. And that's just going to add additional
03:09 emphasis to what's going on in the drums. (MUSIC).
03:19 So, by muting that bass steamer, so let's hear what that sounds like with.
03:23 (MUSIC). It just adds a little more drama and
03:28 contrast when we bring everything back in at the next point.
03:32 (MUSIC). It just makes this moment a little bit bigger.
03:40 A moment where everything flashes and she kicks the soccer ball, so it's just giving
03:44 us more contrast. Sometimes it's not about adding more.
03:48 It's about taking away what's there so that you have more contrast against the
03:52 things that are happening. Another place where I tried to add in a
03:57 little bit of that stutter tackiness, is here in the electric base guitar.
04:01 Let's listen to that. (MUSIC).
04:09 So, what I've done is I've taken the last note here and just kind of stuttered that
04:15 three times. So, I get this cool effect.
04:19 And then, that kind of follows some of the things I'm doing, and the drumette as the
04:23 tech loops and things like that. So, if we listen in context it's subtle
04:28 but it's cool. (MUSIC).
04:42 So, it's just adding this extra layer of tackiness without being too aggressive.
04:46 Again, what I wanted to do with add back in some of that tackiness of the temp.
04:52 Without turning it back into the super aggressive bro step track.
04:56 So, keeping it elegant and thematic, but giving back some of those stutters and
05:02 techie elements by taking what I had and editing it.
05:07 Now, here's another spot where I actually muted some stuff to let other elements
05:11 come out. (MUSIC).
05:16 And so, what I did is a little tape stop effect on my guitar tracks and some of my
05:20 base stems. (MUSIC).
05:25 So, we got this (SOUND). And so, what that's doing is just giving
05:32 me again, more contrast elements, the music kind of stops with this tape stop effect.
05:37 And then, it starts back up again on this little sort of touch down thing that the
05:40 guys doing on the grass. (MUSIC).
05:49 So again, it's another example of sort of taking things away to make the thing that
05:54 comes right afterwards more pronounced. There's some stutters here on the guitar.
06:00 I added an extra track. Sometimes it's nice to just take and
06:03 duplicate a track, so that you have another track to edit and work from.
06:08 So, if we zoom in here and take a look at what's going on with these edits.
06:12 I'll just make that a little bit bigger so you can see them.
06:16 This is the same guitar part, I just cut it to a new track.
06:23 (SOUND). To kind of create this swell.
06:27 (SOUND). So, in context really subtle, but it just
06:29 kind of adds that little extra bit. (MUSIC).
06:51 Cool. So, hopefully you've seen that by taking
06:53 and sort of reworking some of the elements that we already had, because we knew they
06:57 were working for the director. I don't want to go too far down a rabbit
07:02 hole when I already know something's working.
07:05 I've just taken and reused some of the ideas I've already created.
07:09 To give them more of what they want. More of those stutter edits but it kept
07:14 the same theme. And really, just added that trash
07:17 percussion track just to beef up the percussion and those edit hits in certain spots.
07:22 I'm not trying to totally reinvent the whole track here and I think it's at a
07:27 spot now. Where we really covered those revision
07:31 notes, those concerns and now we can go ahead and send it back to the client.
07:37 And if it's good, then we can go ahead and print our final delivery asset.
07:43 Our music and our voice over and send those in.
07:47
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Strategies for managing projects with extended revisions
00:00 One of the biggest obstacles most commercial composers run into is an
00:04 over-extended revision process. For one reason or another, no matter how
00:09 many rounds of revisions you make, the client still isn't happy with the work and
00:13 you end up in what seems like a never-ending cycle of notes and revisions
00:17 that extends towards Infinity. Well each situation is different, and
00:23 ultimately it is your job to navigate your own professional relationships.
00:28 Generally you can sum up the rationale behind extended revisions into a few categories.
00:35 Communication problems, too many cooks in the kitchen.
00:40 And issues beyond your control, issues beyond the music.
00:44 So, here are some things that I tried to address when dealing with a seemingly
00:48 unlimited revision process. One of the biggest obstacles during the
00:54 revision process is a lack of communication or to be more specific lack
00:57 of communication between the lead decision makes and the composer.
01:03 If at all possible it is extremely important that you are communicating
01:06 directly with the people who are making the decisions.
01:11 Who are deciding whether or not your track is working or isn't working and why it
01:14 isn't working. I can't count the number of times an
01:18 extended revision process was due to the simple fact that desires were lost in
01:23 translation between layers of editors and middlemen.
01:28 Many times the key decision makers are extremely busy and hard to get a hold of.
01:33 Oftentimes, this requires being a little bit pushy and chasing some people down to
01:37 get at the real information you need. Remember, describing musical qualities is
01:43 hard for even trained professionals so you want to try to get as close to the source
01:48 as possible to avoid excessive revisions due to ill communication.
01:55 The next one that comes up is what I like to call too many cooks in the kitchen.
01:59 And I think you know where I'm going with this.
02:01 Sometimes it isn't a lack of communication but indecision between creatives with too
02:06 many different opinions pulling the revision process in different directions.
02:11 Now this can be a tough one to deal with. Because all it takes if for one person to
02:16 have a different set of tastes and the whole thing becomes a train wreck.
02:21 Now in this scenario you have to do your best to politely, but firmly express your
02:26 opinion when two sets of notes don't add up.
02:30 Parse through revision notes that are contiguous and work towards a common goal
02:34 and move in that direction. Unfortunately this often means showing the
02:39 client that something won't work by implementing it into the cut.
02:43 And sometimes you have to play off the personalities of the creative team by
02:47 identifying the authority figure of the group and lean on their notes the hardest.
02:52 The natural leaders of the group will often be able to win over their
02:55 counterparts come decision time. Did I mention this is a lot like being a psychologist?
03:01 The third thing that comes up are generally issues that are outside of your control.
03:07 In certain cases the problem is not with the music but some other aspect of the project.
03:14 Maybe the cut isn't working. Maybe the original concept is just not
03:18 being realized or Just isn't that good in the first place.
03:22 In this scenario the music often comes along for the ride, ending up in the same
03:26 revision cycle loop as everything else. Now if you find yourself here often, make
03:31 sure you have a clear scope of work that includes what a reasonable amount of
03:35 revisions is for the money that they are paying you and stick to it.
03:40 We'll cover some tips for scope of work in another movie.
03:44 Regardless of the revision scenario you may be facing I just pointed out a few
03:48 that are failry common at the end of the day it often falls on you to stay
03:52 confident in your work and ideas and help reassure the client that a certain
03:55 direction is the best solution. If you were truly confident in your work
04:03 the client will be too.
04:05
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5. Final Delivery and Additional Topics
Printing the music for delivery
00:00 Since the director has approved our last revision, bouncing or printing the
00:04 approved music for delivery is the final step of the composition process.
00:10 At this stage we will print the final stereo mix of music in the format that the
00:14 client has requested. So, just to review that, let's pull back
00:19 up that Music Brief. And what we want to deliver is a music
00:24 only, so no voice-over, stereo mix without automation.
00:29 In addition to a music plus video reference delivered as 48k AIFF files with
00:35 a 2-pop at the head. And I'll explain what a 2-pop is and I'll
00:41 show you how to make that. Now, it says the dub mixer may request
00:45 discrete stems in the same format. They haven't yet.
00:49 I'll talk a little bit about that. But let's start with the music only stereo
00:53 mix without automation. And so what I've done here is, instead of
00:57 an ox track, I have all of my music tracks dumping into an audio track here in Pro
01:02 Tools so that I can easily print that to a new track in real time inside this session.
01:09 This actually is really helpful when I need to print stems or individual tracks
01:14 solo to send out because I can just record everything in line down to this track.
01:20 And here I can also have my automation that I have turned off right now when I
01:24 need to print my reference mix with the voice-over.
01:28 So let's start by recording our music mix. Our music-only mix.
01:32 I've muted the voice-over. So I'll start at the beginning.
01:35 (MUSIC). Now that I have this as a file here, what
01:44 I want to do, and I'm just going to go ahead and hide the video track, is I
01:56 want to make sure I cut off and fade out any tail, so that it drops right in real
02:09 nice with their music. Now, sometimes if they're going to fudge
02:26 the edit, make it a little bit longer or a little bit shorter, you can just leave
02:29 that tail in there for the dub mixer to deal with.
02:33 I'm just going to assume we want to deliver something that's nice and clean
02:36 that just drops right in. And so what I want to do is make sure that
02:39 based on the length of the video, I'm just going to select the video track, and I'm
02:44 going to drop that selection down On to our music track here.
02:49 And I'm just going to trim that Command+T on the Mac or Control+T on the PC.
02:55 And I'm just going to add a little fade, just like that.
02:59 Now, the music brief said that they wanted a 2-pop.
03:04 So what is a 2-pop? You hear this a lot in post production and
03:08 a 2-pop, is a 1k sine tone that's one frame long, that happens two seconds
03:12 before the first frame of video. So, to make this 2-pop, I actually need to
03:18 make some room in my session. Right now, we can see that the video
03:23 starts immediately. We received a video that doesn't have any
03:27 bars or two or any 2-pop built into it. Since I know this is exactly the first
03:32 frame of the video that I have right here. I can easily just add, so Event > Time
03:38 Operations > Insert Time. Let me just switch to time code here and I
03:42 want to insert exactly two seconds so I'm going to type in 02 there.
03:48 So right at the start, I'm going to insert two seconds and what that does is it moves
03:52 everything over, so you can see I've got all of these checks.
03:56 It's going to move over all of the audio meter tempo events, any of the tick based
04:00 elements there. And that gives me room to actually put in
04:05 my one case sign tone. So what I'm going to do here is go ahead
04:10 and set my grid to a frame. And now what I can do is zoom in, right
04:16 there at the beginning. And make a little selection here.
04:20 I want to print a 1k sine tone. Now I can go into my audio suite, and I
04:24 can go into the signal generator. And I can print a sine tone at 1000 hertz.
04:32 However, there's a shortcut that I can use and on the Mac that's Control+Option+Shift+3.
04:39 On the PC that would be start, alt, and shift, and the number three.
04:44 And so see that creates a little tone for me, don't even need to use the audio suite
04:49 and I have a little (SOUND) beep there. (SOUND) So we can see that that happens
04:55 two seconds before the first frame of video.
04:59 And I want to actually incorporate this into my audio delivery.
05:02 So I'm going to just go ahead and select that whole bundle, and I'm going to
05:05 consolidate that into one file. So I'm going to consolidate the clip, or
05:10 Option+Shift+3 on the Mac, Alt+Shift+3 on the PC.
05:15 All DAWs that I've used have the ability to consolidate files in line on the track.
05:21 I could also just bounce that out in a bounce to disc command.
05:25 If you don't have access to a sine tone generator, you can find sine tone samples
05:29 on the internet. They're fairly ubiquitous.
05:33 Again, it's a one K tone, one frame long, and what it ends up sounding like is.
05:38 (SOUND) (MUSIC) Just like that so, now what I can do is I can select this.
05:47 I'm going to go ahead and name this here, we're going to call this H Plus Music Final.
05:53 And I need to get that out at the correct format, so I'm going to go here to my
05:58 Clips list and I'm actually going to Find that where that's selected and I'm
06:02 going to Right Click and I'm going to export that out of my dot as a stereo
06:06 interleaved 48 k. I want to make sure that's in AFF here.
06:15 I'll just go ahead and put this on the desktop, so we know where everything is.
06:20 And I will export that. Great.
06:24 So I don't actually have to bounce it out again when I'm just exporting it.
06:28 That's the beauty of printing inline to a track like this.
06:32 Now what I want to do is I want to get my VO mix out with this.
06:36 So I just want to preview this against the automation that I have in here.
06:44 You work hard and play harder. Water can't give you back what you lose.
06:48 H Plus Sport has what you need. Natural electrolytes from plants, not chemicals.
06:56 H Plus. That sounds good.
06:58 And I want to show you a quick little trick for making the dialouge sit on top
07:03 of the music. If I go here to my mix window.
07:08 I'm going to enable a plug-in here on my music submaster called Trackspacer.
07:14 And what this does. As it uses a side chain that I've sent
07:18 from my dialogue VO track. So I've sent a bus With some level into
07:22 it, into the side chain of Track Spacer. Most modern DAWs feature a side chaining
07:28 ability and this plug in can be used in protols in our tasks or AAX plug in as
07:33 well as in any other DAWs a VST or audio unit plugin.
07:39 So you can use this anywhere. It's a cool little plug in from waves factory.
07:42 And what it does, it listens to the input, and it does a real time FFT to create a
07:47 reverse dynamic EQ if you will, so check out how this is working.
07:53 >> (SOUND) (MUSIC) You work hard and play harder.
07:58 Water can't give you back what you lose. H Plus Sport has what you need.
08:04 Natural electrolytes from plants, not chemicals.
08:09 >> So I just want a bit of a ratio and I've bracketed it between a few
08:11 frequencies here, between about 150 and 4,000.
08:15 And what it's doing is just actively ducking the music in those frequencies
08:18 based on the dialog. I don't want to do anything too awkward,
08:23 and ultimately the finished mix is going to be mixed by a dub mixer.
08:28 So they're going to use my music spam, but I do want to present my music against the
08:32 voice-over in the best light possible. I want to make it seem like yeah, that
08:37 music blends really well with the dialogue.
08:40 And it really sits so you can hear everything and just sounds pleasant.
08:44 because that's just going to make my life easier in terms of getting paid, getting approval.
08:49 So I'm going to go ahead and leave that on, that's working real well.
08:53 And so I want to print one version out of the voice-over.
08:57 Now I could create another new audio track to bounce this down to.
09:01 But what I'm going to do instead is I'm just going to take and select the dialog
09:04 all the way to the beginning here. And I'm just going to just do a bounce to disk.
09:10 And since my music has the 2-pop, that's going to be included along with the VO.
09:15 I just want to check this one more time. >> (MUSIC) You work hard Sounds good.
09:22 And then I'll file and bounce to disk. Bounce to disk is going to use the
09:27 selection, and again where going to choose our 24 bit AIFF at 48K Interleaved not too
09:32 many people would ask for multiple mono its kind of an old format.
09:39 And we are printing from our main outputs here we'll hit bounce and we're going to
09:43 save that again to our desktop. So we'll just grab the name for that music
09:49 and hit save. (MUSIC) You work hard and play harder.
09:56 Water can't give you back what you lose. H Plus Sport has what you need.
10:04 Natural electrolytes from plants, not chemicals.
10:07 H Plus Sport isn't made in a lab. Too much sugar dehydrates (SOUND) Greets you.
10:12 And robs your energy when you need it most.
10:15 H Plus Sport only has five grams. Everything you need.
10:19 Nothing you don't. H Plus Sport.
10:22 Natural rehydration. So let's just check those.
10:27 Make sure everything's cool, nothing's missing before you send them in.
10:32 I always like to kind of triple check everything.
10:34 Sometimes even after I upload the files, I make sure that the link works so that I
10:37 can actually download it again. It's just attention to details that matter.
10:43 (SOUND) (MUSIC)
10:48 Sounds good. >> (SOUND) (MUSIC) You work hard and play harder.
10:57 Water can't. >> That sounds good also.
11:00 Go ahead and just switch back to pro tools.
11:03 Now again you may be asked to print stems and what that means is just soloing
11:06 specific groups of tracks like the drums, the bass, the melodic tracks.
11:12 And the effects and printing them as separate stereo files so that they can be
11:16 mixed or adjusted to the voice-over. That just depends on the project or the
11:22 scope of work. A lot of times, they'll ask for those specifically.
11:28 So it's nothing something I would normally deliver if I wasn't asked.
11:32 A lot of times they're just going to go ahead and use your music mix.
11:36 One thing that you do want to remember is to leave the automation off the music so
11:41 that they have control over how the level sits next to the dialog.
11:47 Usually I'm not mixing the voice-over so it doesn't really matter how it sounds.
11:51 Sometimes I have to do that on smaller projects.
11:54 Again it's just important to communicate that in the scope of work, which we'll
11:58 talk about in the next movie.
12:00
Collapse this transcript
Understanding and managing scope of work
00:00 If there's one thing that ends up getting most composers in trouble when something
00:04 goes wrong, it's the scope of work or lack thereof.
00:08 What is a scope of work you ask? A scope of work is a basic outline of what
00:13 the job is, how much you'll be paid, approval of that job or work, and when the
00:17 work is due along with any other legal verbage relating to ownership of the
00:21 masters and/or publishing. Sometimes this is bundled into a larger contract.
00:29 Sometimes it's separate. But if executed correctly by both parties,
00:34 it can save you a lot of hassle and arguments down the road.
00:38 The main thing a scope of work document or contract tends to have is a description of
00:42 the work that you'll be doing. With any creative project it is imperative
00:48 that you explicitly define what it is that you're actually providing for the client
00:52 in writing. Get very specific, for example are you
00:56 composing one minute of music or two minutes?
01:00 Or is there a range? Will you also be recording the voice over
01:04 or adding additional sound design and having to mix the entire project?
01:09 What if the client says, I don't know how much music we will need so just bear with me?
01:13 Well, in that case, set a per minute rate and define it in the contract.
01:19 For example, I'm going to get X dollars per minute up to a certain amount.
01:24 Otherwise what ends up happening is that at the 11th hour, the client suddenly
01:27 finds an extra 1, 2, 10 minutes of footage to throw into the cut and calls you up and
01:31 says oh, by the way, we'll need 10 more minutes of original music for the money
01:34 we're paying you. And you don't want that to happen.
01:41 So you always want to have a clear description of what it is that you're
01:44 doing and be as specific as possible. The next thing you usually find in the
01:50 scope of work is information up about payment or pay structure.
01:54 This is pretty simple, how are you getting paid for the work in the description?
01:59 Is that payment paid up front, upon delivery, split into the specific
02:03 milestones, Again you want to be specific. If the scope of work changes, you can
02:09 often re-negotiate the price and request a bigger budget, but not unless it's all
02:13 clearly laid out. Sometimes in this section there may be
02:17 what is known as a kill fee. And what that does is it outlines what
02:21 will happen if the client decides to cancel the project or go in another
02:25 direction, after a certain amount of work or time has been put in.
02:31 So for example you've already done many revisions of a certain piece and they
02:34 decide, you know what, we're just not going with this project or this commercial.
02:40 Often times, composers will insist on some sort of kill fee that says well, if you
02:44 decide not to use my work I get x amount of dollars.
02:49 Not always, but this is something you might find in a scope of work.
02:53 You also want to have information specific to the delivery or the approval of what
02:58 you are giving to the client. A deadline is usually in the client's best
03:03 interest, but it's also in yours, because it allows you to plan your schedule and
03:07 take on additional jobs accordingly. So when are the deliverables due?
03:13 Will the assets be delivered in phases? How many revisions are you willing to make
03:17 on the work before it's approved? Upon approval you want to make sure
03:22 someone signs off on the work as in ask are we good can I send you the invoice.
03:28 Once the client signs off based on the outline scope of work if they come back
03:32 two four months later and change their mind its at your discretion whether you
03:36 want to charge them for additional revisions.
03:41 Closure is your friend. You want to move onto other projects so
03:45 don't get stuck in a lifetime of indentured servitude because you didn't
03:48 have a well planned scope of work with your client.
03:53 Now many times in the scope of work there would be some section about rights attribution.
03:58 Often this can be in an entirely separate contract all in its own.
04:02 But what they're outlining here is who owns the work essentially after it's done.
04:09 Are you licensing this work to a client for a certain term or amount of time or is
04:13 it a work for hire, what's known as a buy-out?
04:17 As in they no longer retain rights to sell or license that material to anyone else.
04:24 At the end of the day depending on your relationship with the client, sometimes
04:28 the scope of work is very loose or may not be on a signed contract at all.
04:34 It could just be an email or a phone conversation.
04:37 You know you need to manage those relationships yourself, not giving you any
04:41 legal advise in this regard, always consult with your attorney on anything
04:45 where you feel you need to. I generally like to at least get an e-mail
04:50 or something in writing stating the basics, the what, when and how much.
04:56 Many times you may decide that the relationship is worth being flexible for,
05:00 and you maybe bend what's in the scope of work.
05:04 That's entirely your choice, but I have to say I've never regretted having a clean
05:08 and clear scope of work at the start of a job.
05:13
Collapse this transcript
Basic music licensing and publishing
00:00 I'd like to start this movie out by saying that I am in no way an expert or legal
00:04 authority on music licensing and any information I provide here shouldn't be
00:09 confused as legal advice. Remember, it's always best to discuss
00:14 contracts and legal matters with your attorney.
00:19 The topic of music licensing and publishing, along with the legalities and
00:23 intricacies that accompany it, could take up an entire four courses in itself so
00:28 what I want to do here is just give you a brief list of things you may want to consider.
00:36 And seek out more information on if you plan on working in the commercial scoring
00:41 or commercial jingle industry. When you're creating and licensing work,
00:47 so will be used in a commercial context, it's important to understand your rights
00:51 as a composer as well as the different ways clients may retain your services.
00:58 A lot of times the big thing that comes up in a discussion like this is are you
01:03 licensing the music you create or are you working under a buyout situation or what
01:08 is called work for hire. Sometimes you'll be contracted to produce
01:16 music under what is known as work for hire or buyout.
01:21 And in this scenario you're accepting the negotiated fee as a full payment for your
01:26 services and transferring the rights of the composition and masters permanently to
01:30 the client. In most cases what this means is you got
01:36 paid to do a job and they own the work that you did outright.
01:41 They can use it again in the future, they can sell it to someone else or license it
01:44 to someone else without asking you or paying you any additional money.
01:49 Some people would say this is a bad arrangement for the artist,but in some
01:53 industries, for example video game compositions Buy out contracts are the norm.
01:59 They're the regular thing. Music is generally work for hire on a per
02:03 minute basis so you need to get your money up front.
02:07 For me when deciding to work this way, it's really simple.
02:12 Is what they're paying me what I need to get for my time and contribution?
02:17 If I know going in that this is all I'm going to make from a specific piece of
02:21 work, I will negotiate my fee. Accordingly, one of the common attitudes
02:26 that accompanies these types of agreements is the what ifs.
02:31 What if it's super successful then I don't make a million dollars.
02:35 Anyone who's worked in the industry long enough, they'll tell you that most things
02:38 don't make a million dollars. In fact most things don't generate any
02:43 money on the back end for one reason or another.
02:46 So getting paid a fair price up front for your services is not always a terrible scenario.
02:54 You may also have the option of licensing the music that you work on and this is
02:57 where things can tend to get a little bit complicated.
03:02 For many commercial compositions, the client or agency will license your work
03:06 for an agreed upon licensing or what is known as a sync fee.
03:10 In this scenario, you will retain ownership of the work, but have agreed to
03:14 let the client use it in a certain context as outlined in the license contract.
03:20 Sometimes, the license is exclusive meaning the client may use it for an
03:24 agreed upon period of time under specific conditions and you may not license that
03:28 work to another client or agency during that period.
03:34 While other times it will be what is known as non-exclusive and you can attempt to
03:37 license your work to as many different clients as possible.
03:42 Sometimes, you can have one piece of music that's been licensed five, ten, 15 times
03:46 to different things. I'm sure you've heard popular songs show
03:50 up in different tv shows, commercials, movies, stuff like that.
03:55 Where the licences can get tricky is that unless you're negotiating directly with
04:00 the ad agency or client, the music licencing fee is often split between the
04:04 music house that the ad agency solicited and the composer.
04:10 In this case the music house would get a piece of the sync fee as well as any
04:14 publishing or PRO royalties on the back end.
04:18 The tricky part is that the music houses have clever ways of hiding the splits that
04:22 they're sharing with the composer. Sometimes they'll say we split our quote
04:26 creative fee 50-50 with the composer, and you might think, well, I guess that's fair.
04:32 They get half for sourcing the work, sounds like a deal.
04:34 When the reality is that the quote creative fee may only be 20% of the total
04:38 fee they are charging to the agency or client.
04:43 Now, ultimately, if you're a small potatoes composer then you might just get
04:47 what you can get, and that's that. But it might be empowering to know that
04:51 everyone isn't your buddy and most people are looking out for their own business
04:54 interests and there's no shame in looking out for yours.
04:58 Now, if the work will air on television, film, or radio, or other medias that are
05:03 owed performance royalties, sometimes streaming on the internet is included
05:08 here, there may be opportunities for publishing royalties through a performance
05:13 rights organization or a PRO. PROs collect royalties on their members
05:20 behalf and these can be a lucrative part of your business model.
05:26 A big national ad spot might pay more in back end royalties, than the original sync
05:30 license fee. Publishing is a very complicated topic
05:34 with many variables. So to start, I suggest that you joint a
05:38 performance rights organization, like BMI, ACAP, or SESAC in the United States.
05:44 Many offer free memberships to writers, and be sure to take advantage of all the
05:49 free learning material that they offer on music licensing and publishing.
05:55 Also, depending on the specific spot, there may be additional performance rights
06:00 and royalties on the table, including SAG, or Screen Actors Guild, as well as
06:04 regional or national union affiliations. So you want to be sure to discuss these
06:10 with the person that is licensing the music.
06:13 The music house will generally know. The terms of the license and what's
06:17 involved, if anything, on the back end. Earlier in the course I mentioned that
06:23 many commercial composition gigs start as pitches, or demos, where a lot of
06:26 composers will pitch an idea to the client and the client will pick their favorite to
06:31 refine and license for their project. Because the commercial music house wants
06:38 to win as many spots for their business as they can, they will often pay composers
06:42 demo fees to write these pitches. So you would get paid a small fee just to
06:47 submit an idea, and that fee would offset some of the time and risk you invested in
06:52 writing something that may not be chosen by the client.
06:57 In this scenario, it's important to know whether or not you retain the rights to
07:01 your pitch material when paid a demo fee. Some music houses insist on retaining
07:07 rights to the pitches you write. This allows them to submit it again on
07:12 future projects and jobs. If in the future, they end up licensing
07:16 your pitch, they would generally pay you a portion of that license.
07:20 Now I try to avoid giving up rights to my pitches at all cost, because I know that I
07:24 will likely be able to use that pitch or rework a form of that pitch for other
07:28 opportunities latter on down the road. And I prefer to retain all rights to that
07:35 material so I have all my options open, because demo fees are generally very low
07:39 between $200 and $300 which is pretty standard.
07:44 To me its not worth letting rights to original music go for that much but your
07:48 situation may vary so. The best strategy if just to beware of
07:53 what's going on and plan accordingly. There's something else that come up a lot
07:59 in composing for film or commercials or television is what's known as library music.
08:06 Music library have and always be a popular source of commercial music licensing.
08:11 A music library consist of already finished works in different styles and
08:15 genres that a music director or ad agency can browse through and see if something fits.
08:22 There are huge non exclusive music libraries as well as small boutique
08:26 libraries whose music is exclusive to the collection or a group of composers.
08:32 Either way they generally offer their compositions with a preset licensing fee
08:37 depending on the usage case, like television or web ad or a film.
08:42 And have prenegotiatied with the composer that they can freely license the works for
08:47 that fee to whoever stops by and pays it. In this case the client doesn't need to go
08:53 through individual negotiations with the composer.
08:57 They've already pre-filled out a contract with that composer that they can go
09:00 license their music on their behalf. So it saves time under tight deadlines.
09:05 This is why a lot of music directors like to use libraries, because they know they
09:09 can license a piece of music very quickly and be covered.
09:14 For the composer, the advantage is you can have dozens of works sitting in a library
09:18 earning you money passively without you having to make revisions Or work on custom
09:22 pieces for a specific project. That sounds great.
09:28 So what's the downside of a music library? What's the con?
09:31 Well, the licensing rates are usually significantly lower than what you'd get
09:36 for a custom composition or if approached directly by a music director to license
09:40 your work. So you need to have a lot of really good
09:44 library cuts sitting around in many different libraries.
09:47 If you want to earn enough just from those licensees.
09:50 Established composers who have lots of industry contacts and relationships with
09:55 music directors may wich to avoid undercutting themselves by offering their
09:59 work in low cost libraries. Now at the same time, libraries can be
10:04 great opportunities to get your work placed when you don't have a huge network
10:08 of music directors, agencies or music houses knocking on your door asking for
10:12 your work. So it can be a really good place to start.
10:17 I want to reiterate that the topic of licensing and publishing and everything
10:22 that goes along with it is very complex. And I've just scratched the surface here
10:27 where it pertains to commercial music licensing specifically.
10:32 I highly encourage you to do your own research and seek out more information on
10:36 the topic. Of course, when in doubt, have your
10:39 attorney or lawyer review any contracts before signing.
10:43 If you don't have an entertainment attorney it's probably a good idea to find
10:47 one that you can call on in those situations.
10:50
Collapse this transcript
Conclusion
Goodbye
00:00 Thanks for watching. I hope you took away some great tips and
00:03 insights from this course, and are ready to score your next big commercial project.
00:08 If you want to learn more about me and follow my projects, be sure to follow me
00:12 on Twitter @brianleewhite or visit my website at brianleewhite.com.
00:17 Thanks again and I'll see you next time.
00:19
Collapse this transcript


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