Rhythm Research, Analysis, and Recording Project

Rhythm Research, Analysis, and Recording Project

My Drums!” by Cikd is licensed under CC BY 2.0.

Summary

In this project, we’re developing our knowledge of rhythm via tutorials and studying existing songs, in order to add a rhythm section to our composition.

My First HookTheory Rhythm (Beat)

I like that they had options for a more quiet, ambient rhythm section instead of just the usual pop/rock sound. I was a bit disappointed to learn that you can’t customize the drums that much, though, and only get to work with a pre-set groove.

Notes from Howard Goodall’s Rhythm Video

Cue Notes
Write your questions here…

semibreve – whole note

minim – half note

crochet – quarter note

quaver – eighth note

semiquaver – sixteenth note

Summary

Rhythm is found in everything–even our bodies.  The structure it brings is incredibly integral to all music, and can easily stand on its own two feet.

Rhythm Composition Terms and Definitions

  • Rhythm comes from natural things
  • rhythm is even in music when you can’t hear it
  • most beats are divided by 2,3, or 4
  • accent, pulse, sub-division
  • accents can put emphasis on one or two notes to make it sound very different
  • syncopation is a musical sleight of hand that makes it sound more mischievous and playful
  • the elastication of syncopation became jazz
  • cross-rhythm is music’s party trick. its the overlay of one pattern over another
  • in Cuban music, the melody and bass line are ahead
  • the Latin push has become very common nowadays

One of My Favorite Rhythms (Beats)

During the first verse of this song, the rhythm seems to be maintained by the acoustic guitar and without any drums. I like the sort of classical feeling it creates, which fits with the song’s lyrics and overall vibe.

Play with Funklet

Export a MIDI File from Funklet

Explore Expanded DAW Drumming Options

My Second HookTheory Rhythm (Beats)

After messing around with the timing of the “bands”, I decided to go for a heavier electronic rhythm. I think the halftime rhythm sounds good with the melody’s structure, and I added a little fill at the end to fit with the ending of the chord progression.

What I Learned & Problems I Solved

Honestly, I didn’t initially realize there were drums built into Hookpad. They were pretty fun to play around with, but I wish I had a bit more freedom to customize them without needing a MIDI setup.

Grammar and Spelling

Grammarly 🤨

Resources

Harmony Research, Analysis, and Recording Project

Harmony Research, Analysis, and Recording Project

I love my music !” by shankar, shiv is licensed under CC BY 2.0.

Summary

In this project, we’re learning the basics of harmony and its composition, and then using HookTheory and our accumulated knowledge to compose a chord progression.

My First HookTheory Chord Progression  (Harmony)

 

With my first melody, I was initially having trouble getting the chords to line up with it properly. I was a bit disappointed to scrap it, but it was for the better–this sounds much, much cleaner. I messed around with the BPM to give it a jauntier feel, and I think it came out nicely.

Notes from Howard Goodall’s Harmony Video

Cue Notes
Write your questions here…

Write your notes here…

 

Summary: Harmony, as a musical tool, has been around for centuries. People’s understanding and usage of it have grown over time, and it’s become the backbone of much of modern music.

Harmony Composition Terms and Definitions

  • Harmony was not originally part of music until the middle ages and the renaissance
  • Harmony sounds like it comes from some other plane of existence (to exaggerate a bit)
  • Harmony in its simplest and oldest form in two notes playing at the same time
  • A drone is a single note that you can sing any melody above. Bagpipes are an instrument that plays a drone.
  • A drone is usually the tonic
  • When people started to move the drone around, it was like the melody and the harmony were parallel lines. As the melody moved up, the drone moved up
  • Triad – 3 notes that come together and create a chord
  • Chord progressions are the backbone of western harmony
  • People discovered the “hierarchy” of chords and created rules to go with these
  • In one note, there are other hidden notes called harmonics
  • Humans can only really pick out three or four harmonics
  • Using the harmonics humans were able to make chords by finding the notes hidden in the harmonics
  • In minor chords, the middle note is a half-step lower than in a major chord
  • Polyphony is when you have a bunch of chords under the melody
  • Polyphony – many “voices”
  • Progression – a certain series of chords or notes that “work together” and sound good
  • Tonic – the first note of a scale “home”
  • Dominant – the fifth note of a scale that raises tension
  • Passimezzo Antico – A chord progression that’s a variation of a double tonic. It was popular during the Italian Renaissance
  • Passimezzo Moderno – “Modern half step” A chord progression that’s a variation of Passimezzo Antico. It divides the section in two and often uses a contrasting progression or section known as ripresi
  • Dischord – a deliberate collision of notes that are meant not to sound “pretty”
  • Dissonance – lack of harmony between notes “a clash”
  • Passing Notes – notes that don’t sound “pretty” but are used a small number of times like they are just “passing through”
  • Suspended Notes – dissonant notes being held for as long as possible and then finally moving at the last second
  • 7th Chords – A regular triad chord plus the note seven steps above the first note
  • Diminished Chords – A regular triad chord with the bottom note being moved up a step
  • Augmented Chords – A regular triad chord with the last note being moved up a step
  • Tonic (1 and 8 chords)
    • Root note creates a feeling of resolution and stability
  • Supertonic, Mediant, Submediant (2, 3, 6 chords)
    • Moderate tension, useful for transitions
  • Dominant, Subdominant, Leading Tone (4, 5, 7 chords)
    • Create lots of tension to get to the tonic

Mr. Le Duc’s Key of C Major Notes and Chords Chart (PDF)

One of My Favorite (Chord Progressions) Harmonies

This is from the outro of one of my favorite Rush songs, Subdivisions.

I like the general repetition it has, while still expanding via different chords to keep things interesting. Since it’s the outro, I think tonic chords (in B minor) are used in every measure to create that feeling of tension releasing.

My Second HookTheory Chord Progression (Harmonies)

This one was definitely more “experimentation for the sake of experimentation”, which I hope isn’t too obvious just from listening. I went for a slower, more sober vibe, with chords doing much of the work here. I like using sharp/flat keys in my melodies quite a bit, but it can be tricky to make it work with specific chords.

What I Learned & Problems I Solved

I… had to do a bit of rewatching that Howard Goodall video throughout this project, in order for some of the specific terms and vocabulary to click. I had some trouble with composition at first, as mentioned earlier, but I eventually got some tunes that I’m pleased with.

Grammar and Spelling

Grammarly 💪

Resources

School of Rock – Week 8 – Melody

CC image Music Was My Refuge by Cindy Mc at Flickr

Music was my refuge. I could crawl into the space between the notes and curl my back to loneliness. – Maya Angelou

SUMMARY

  • I liked learning more about music theory, and some of the terms that go with it. Some of the materials have, in a way, kind of shown me that making music isn’t as complicated as I thought; admittedly, I was kind of dreading making music for this class, because I worry I’m not creative enough in that department.

PRACTICE ROOM (TUTORIALS)

CLASSROOM (THEORY & ANALYSIS)

  • The underlying techniques and tricks that go into making good music spans across multiple styles and genres.
  • It’s possible for people to remember melodies that they heard even while in the womb.
  • “Tunes can act as a bridge between cultures when language fails us.”
  • A large number of melodies throughout history have been based on a pentatonic shape.
  • There are 3 main elements to a melody: the notes, their pitch, and their pattern.
  • “Blue-notes” are notes that have been flattened for expressive purposes.

LAB (THEORY PRACTICED)

  • I learned what hotkeys you can use to change the duration of a note in the melody section, and how to change and add different instruments.

OUTSIDE (CREATIVITY & THE BRAIN)

  • I think it’s interesting the way Ruth Stone described the process of inspiration; a sort of external force that comes barrelling through you, if only for a moment. Lord knows that’s happened to me multiple times, as a writer myself. It’s specifically why I’ve taken to having a notes app on my phone; so that I can write down my ideas and inspiration from anywhere before they get lost.

STUDIO (SONGWRITING)

Melody Composition Terms

  • Theme – A longer, more flowing melodic idea.
  • Motive – A short, rhythmic idea.
  • Period – Eight measures of music.
  • Phrase – A set of four measures of music.
  • Antecedent (Question) Phrase – The first phrase of music.
  • Consequent (Answer) Phrase – The second phrase of music. 
  • Scale Degrees
    • Tonic – The note that determines the key of the melody.
    • Supertonic, Mediant, Submediant – Scale degrees with a moderate level of tension.
    • Dominant, Subdominant, Leading Tone – Scale degrees that create a high level of tension in the melody.
  • Steps – Any movement using whole or half steps.
  • Leaps – Any movement using intervals larger than a whole step.
  • Conjunct motion – A melody built primarily out of steps.
  • Disjunct motion – A melody built primarily using leaps.
  • Repetition – The use of repeated material to create a link between the two phrases of a period.
  • Contrast – Two phrases that contain contrasting material to create tension and interest.
  • Variation – Halfway between repetition and contrast. Both phrases include familiar and varied material.

Melody Resources

Mr. Le Duc’s Key of C Major Notes and Chords Chart (PDF)

WHAT I LEARNED and PROBLEMS I SOLVED

  • Today, I figured out how to use Hookpad. Admittedly, up until this point, I didn’t even know that the website could be used to make music as well as analyze existing songs. I had a bit of trouble with the formatting of this post itself, but I was able to get it down using the example post.

Session 6 Production Project

SUMMARY

Role: Sound Designer

Intention (SMART Goal)

By March 18th, as part of my production team, I will have completed FMOD tutorials to be able to use FMOD efficiently with Unity for the Session 6 production project.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

The Sound Design of DOOM – Exclusive Q&A is a written article detailing an interview between ASDR and 2 of DOOM’s sound designers.

Both interviewees had challenges with doing sound design for a game like DOOM, as they “aren’t permitted the luxury of subtlety in a game like DOOM, everything needs to be at ’11’, so mixing was no easy task.”

Training Source(s)

1:22 – How to install 2D Game Kit

12:40 – How to disable Unity’s audio engine

13:27 – Resource for integrating FMOD into Unity

15:34 – 2D and 3D events

16:25 – Randomized sound effects

21:09 – Ctrl + F

22:14 – FMOD OneShot

24:01 – FMOD studio listener

24:42 – Attaching FMOD event to animation

28:25 – String variables

Project Timeline

Step 1. Begin – Complete blog post pre-production

Step 2. Brainstorm – Think of the sounds the game of its type would have or need

Step 3. Research – Research how said sounds are created

Step 4. Organize – Update trusted system with new tasks and goals

Step 5. Create – Create the necessary sounds

Step 6. Insert – Code sounds into game

Step 7. Complete – Complete the 5 tasks assigned to the role

Step 8. Build – Create and assemble the presentation

Step 9. Practice – Rehearse and time the presentation

Step 10. Present – Present to the committee

Step 11. Reflect – Complete session blog post

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Ways of Working (Communication & Collaboration)

Tools for Working (Info & Media Literacy)

Ways of Living in the World (Life & Career)

Reactions to the Final Version

Self-Evaluation of Final Version

What I Learned and Problems I Solved

Grammar and Spelling

Editor

Session 5 Production Project

Summary

Role – Sound Designer

Intention (SMART Goal)

Specific – My goal is to create good quality sound effects, and music that fits the mood of the game.

Measurable – Because my goals involve training myself to learn and create things, I’ll know I’ve done it when I come out of this session, well, having learned something.

Achievable – Sound design is something I want to learn and get better at. I don’t currently have all of the skills I’ll need, but they can be obtained.

Relevant – For a game to set a mood more effectively and draw players in, it needs good sound design. I don’t know if I’m the one best fit, but I’ll certainly work the best I can with my role.

Time bound – I’ll have to complete my goal in 2 weeks, by February 21st. Counting out weekends, that gives about 10 school days to work.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Noises in the Dark: Exploring the Sounds of Dead Space is a written article detailing how audio director Don Veca created the sounds for Dead Space.

Veca was able to find and capture sound everywhere he went. Using everything; from fruit, to the inside of dumpsters, to live animals in order to create realistic and eerie sounds. Another technique he used were invisible markers that would emit scary sounds, which were used to indirectly guide a player in a certain direction. Familiar sounds – a baby’s coo, a horse whinny, etc. – were twisted and layered and mixed in order to create unique sounds that still felt eerily familiar when heard.

 

All about the Sound of Dead Space details an interview with Dead Space audio director Don Veca at Original Sound Version.

An interesting thing about Don Veca is that for Dead Space, his intention wasn’t to simply create a wide and bombastic score; it was to make a soundtrack that fit with the mood of the game. Even if it was short or quiet at times, it fit.

Training Source(s)

1:35 – provides game cues

2:00 – gives feedback to player

2:20 – prompts emotion

3:55 – frequency

5:01 – “sound envelopes”

6:01 – sound affecting dynamics

6:35 – attenuation distance

8:12 – equalization

8:47 – reverb

9:44 – implementing sounds

10:30 – sound foley

Project Timeline

Step 1. Brainstorm – Think of the sounds the game of its type would have or need

Step 2. Research – Research how said sounds are created

Step 3. Organize – Update trusted system with new tasks and goals

Step 4. Create – Create the necessary sounds

Step 5. Insert – Code sounds into game

Step 6. Complete – Complete the 5 tasks assigned to the role

Step 7. Build – Create and assemble the presentation

Step 8. Practice – Rehearse and time the presentation

Step 9. Present – Present to the committee

Step 10. Reflect – Complete session blog post

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

 

Skills Commentary

 

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I take a lot of inspiration in my music from other video games, like Splatoon, so I can’t say I use a lot of creativity or innovation in my work. I’m not really that great at making completely original music. At some point, I tried to use iTunes to convert a GarageBand project to a .wav file. It didn’t really work, so I ended up looking for an online converter.

Ways of Working (Communication & Collaboration)

I was able to communicate well with my team, actually asking questions or for help when I needed it, and to confirm plans and such. I was also able to help my team with parts of the presentation.

Tools for Working (Info & Media Literacy)

I used GarageBand to create the music for the game’s title screen music, and a website called “bfxr” to create 8-bit sound effects. GarageBand tutorials weren’t very helpful for what I needed, so I pretty much self-taught. Originally, I was going to use a website called “Online Sequencer” to create 8-bit music, but it was more difficult to use than I thought, so I switched to GarageBand.

Ways of Living in the World (Life & Career)

I was able to help my team out for some things, and was able to use more tutorials to get help on things I didn’t know.

Reactions to the Final Version

Brian enjoyed the retro aesthetic of the game, but may or may not have been disappointed in the lack of sound. He also thinks we all introduce ourselves in our presentation too much – which I can concur – and wants us to practice more.

Self-Evaluation of Final Version

The final version of our game was very simple, with only 2 enemies present in the space. There was a lot planned, like a death animation and power-ups, but the time constraint prevented us from doing so. The menu was vibrant and stood out, and the sprites looked great. My sounds were good, but it would have been nice if they were actually present.

What I Learned and Problems I Solved

I didn’t learn too much from this session, besides more features in GarageBand. I think, while I did communicate well, I could have done it a bit more.

Grammar and Spelling

 

Editor

Session 2 Production Project

Summary

Our goal was to make a game that both functions and utilizes the mouse cursor. You would have clicked on each target sprite in order to shoot it. I made the sprite for the gun reticle and the various targets, and was going to make another version of the target to show that it had been shot. Obviously, I didn’t have the time for this.

21st Century Skills

My team and I utilized communication well to fix certain problems within Unity. Admittedly, one of my “solutions” did keep the game from opening properly, but I got that fixed before it could become dangerous.

The Game

so epic awesome….

Reactions to the Final Version

I can’t really recall any specific reactions to our game. I got feedback about what I did, but nothing on the game itself. Only stuff on the presentation.

I was told by a member of the committee to “not make excuses for why you didn’t do something.” I assume he was talking to me about why the target sprite took a day and a half to make.

Evaluation of Final Version

Rootin’ Tootin’ Shootin’ was… frankly meant to be a lot more than what we got. It’s a simple game with a simpler objective: target practice, although not very difficult. With the time frame we got as well as some road blocks, I can at least say it’s functional, and could be a project we come back to for revamping.

What I learned + Problems I solved

I learned to convert Piskel files into .png’s, albeit with help from a teammate. Unity collab still wasn’t working this session, though, and we couldn’t do much to solve it, though I think Sam helped us find the actual reason for it.

Session 1 Production Project

Summary

      • I was the sound designer for the team. Our goal was just to make a functional game in 3 weeks. I worked on sound, but nervousness got the better of me and I didn’t ask for help on using equipment or getting ideas. Because of this, the sounds that I did make were existing sound clips that were heavily edited in Audacity. It was at least still well met, even though no one actually got to hear them, for better or for worse.

21st Century Skills

      • Innovation – I messed with a lot of settings in Audacity to make more unique sounds.
      • Communication – My team and I were good with talking to each other to try and solve problems.

The (FILM, SOUND, or GAME Creation)

Reactions to Final Version

      • When we revealed the secret mechanic to our audience, we were met with roughly 15 seconds of laughter. Our game was met very positively from nearly everyone in the room.

Evaluation of Final Version

      • Boat Simulator was a very simple game from the start. Even in its original stage as Xtreme Shark Jumper, there weren’t many mechanics to look at. In Boat Simulator, this is toned down even more as there are only 3 buttons to use. Left, right, and the space bar used to deliver our unknowing protagonist to the judgement station, i.e. the void.

What I Learned and Problems I Solved

      • I learned that sound design is pretty fun to do, if a little tedious, and learned a bit more about Audacity. There weren’t any real problems that I had with my role, more so with general things like Unity’s collab option not working.