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Artist, writer, musician, composer, drummer, educator, imaginator, and other useful adjectives.

The Drum Theorist's Blog


January 27th, 2012 by Phillip Ginn

This is something I’ve wanted to write about for a while now.

When I first started composing, oh, those many, many years ago, I wrote everything by hand. I then had to be my own copy boy and write all the individual parts out by hand. Composing is something I not only loved to do, but I found it helped me, along with teaching, enhance my sense and awareness of musicality and phrasing by “forcing” myself to analyze those concepts through the act of writing: would these phrases work together? Would this physically feel good to play or would it feel awkward? Does this part of the music need something more conventional or would the unconventional enhance the music? Do I want to compliment or contrast? It also helped me keep up on my reading skills and, combined with a concentration on musicality and phrasing, helped me to experiment with some of the more unconventional mathematic concepts that we drum corps drummers love to play with, but doing so with musicality as a requirement.

Writing by hand is intimate and requires that the composer writes more on instinct. Eventually, the composer begins to trust those instincts; he or she knows what is going to work for them and/or their ensemble and what isn’t. Some things can be written without any playing beforehand. Other things are still played first, written down, and then accompaniment parts get written. Once the score is done, the composer trusts that his or her orchestrations are going to work.

Then, computers came along. With it came composing software.

I first began experimenting with composing software, or notation software, with an application called “Music Time”. It was described to me as the poor man’s Finale. I loved it because I could easily save ideas without wasting space on paper or wasting paper itself. I could easily correct errors, it was easy to read, and I could extract parts.

At some point, I began writing by hand again due to lack of a computer, but eventually a new Mac was in my possession and I ended up buying Sibelius 2. It was amazing. I could do all of those aforementioned things with better technology, better design, and more options. Sure, the sounds were cheesy (MIDI), and there was a level of geekiness involved when trying to get the application to do exactly what I wanted, but it made composing more convenient. When I finally purchased Sibelius 5, I was introduced to the world of soundbanks. More realistic sounds were now at my disposal which meant I could create audio demos that conveyed a little more accurately what I wanted from my work. Not extremely accurate, but close.

And through all the computerized composition, I started to fester a love/hate relationship with the playback function.

It’s too convenient to just hit PLAY once I’ve written something, something I could never do when writing by hand. I wrote what I wrote, judged it based on what I heard in my head and what I saw on the page. I could play parts myself if I needed. But as for the full score, I would have to wait until it was passed out to the ensemble, learned, and performed.

With the playback function in Sibelius (and for those with Finale), we can now hear what something will almost sound like before the ensemble ever sees it. And I have found that it sometimes tries to affect the way I write. For example, if I play something back and find that a section is too loud, my first instinct is to adjust the written dynamic level, as if I were directing a live ensemble. But my trusted instincts fight that impulse because I know that, with relative adjustments in the real world, what I’ve written will work. So I’ve found workarounds in order to keep what I’ve written but also have a better sound file. This is something I didn’t have to worry about when writing by hand. I now spend extra time – sure, it’s only a few minutes – on those workarounds.

Then there’s the I-Liked-It-When-I-Wrote-It-But-Not-After-My-Computer-Played-It factor. The fact is, when you write, you’re writing something you think will work. And with experience, what you write will often work. It may not always be the best thing you’ve written, but it will work. And it’s honest because what you’ve written is what you’ve decided to commit to paper. You played the lick on your drumpad, you’ve played the phrase on your keyboard, and you’ve decided that’s what you’ll write down. And the accompanying parts are how you decided you’d like to orchestrate the piece. Committed. To. Paper.

In spirit, anyway.

But upon playing it back, even though it works, you think… okay, I think… “Yeah, it works… but I can do better.” Second-guessing starts to take up arms against my instincts. When this becomes habitual, writing becomes slower. Writer’s block happens more often. Discontent with what I’ve written happens more often.

So, I’ve made a conscious attempt to use the playback function less often. Sometime I lose that battle, but I always keep it in mind. Because one of my greatest assets as a musician – composer, performer, or otherwise – is my instincts. And I have to trust them. My instincts have to know that what I hear on my computer isn’t necessarily how something is going to sound once it’s performed by a live ensemble. Timbres will be different. Dynamics will be played differently. The sense of tempo and feel will be different. Phrasing. Ability. Balance. All different. If something sounds great on my computer it might sound cheesy live, and vice versa. If something sounds complicated on my computer, it might sound just right live. And vice versa, of course.

But, as many composers know, there are plenty of benefits to playback. Sounds files are the best way to market your music. My company, PiNdrop Music Design, makes heavy use of sound files to represent our music. If a buyer can’t hear it, they’re not going to buy it based on a written description.

This, of course, means that all the wasted time spent on those workarounds trying to get the sounds right becomes time well spent. Building an accurate-as-possible audio representation of the intent of your music is now necessary. At the very least, the audio has to entice the buyer to want to try performing the piece themselves.

Sometimes, the playback function is useful because, oops! That chord just isn’t going to work. Or, oops! I’ve written a wrong note. My mistake. And yes, argh! What I’ve just written must have been written when my instincts took a nap because that’s just terrible.

Used wisely, the playback function can be a great learning tool. Your future works can benefit from hearing what you’ve just written. Perhaps you liked that chord progression and can utilize it in different ways in another piece. Maybe a certain combination of rhythms work really well and can find other uses for it later. You’ve found, through playback, that a certain extreme jump up in tempo just doesn’t work for a particular style you’re writing in. You can hear the difference in how a chord could sound when you have lower-range instruments play certain notes as opposed to higher-range instruments. You can compare how a phrase might sound when the violins play a lick compared to the violas.

Because, let’s face it: some things your instincts have learned are based on live musicians performing your music. You’ve heard what worked for you and what didn’t. You’ve made changes. And when you go back to write, you keep in mind what didn’t work the last time. If you’ve never written for wind instruments before, yes, your instincts might say, “Of course it’ll sound different if the trumpets play this lick instead of the clarinets. Duh. I know what they sound like.” Playback might prove you right, wrong, or give you a new idea: “Whoa, I actually like this phrase with the clarinet better.” And you didn’t have to wait for a live ensemble to learn any of this because the playback function helped give you a better understanding of what you’ve written. For those entering into new forays of orchestration, playback can be a useful tool.

But when used wisely! Don’t depend on playback. Don’t rely on it. No matter how good the sounds samples are, or what your performance settings are, playback is not 100% accurate… unless you’re writing specifically for an electronic performance. If you’re writing for live musicians, keep this in mind: playback is not real. It’s a representation. It will give you an idea, but it won’t give you reality. With this in mind, use it wisely.

(As a devilish aside, I will say this: what composer isn’t tempted by the sense of instant gratification one gets from hearing what they’ve just written? >:D )

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August 12th, 2011 by Phillip Ginn

Competition is good. Competition drives. Competition sets and raises standards.

Competition is not for everyone. I know a band director who does not want to teach winning or losing to his students (whether he sticks to that or how well he does with that remains to be seen). He would rather teach excellence, which, in and of itself, is noble. Excellence is something to strive for no matter what one does, whether it’s drumming, golfing, cooking, and even sleeping (yes, sleeping. Ever get a bad night’s sleep? Compare that to an excellent night’s sleep).

The problem with teaching excellence is knowing what standards are excellent. Anyone can self-evaluate and, without having a standard, can call themselves excellent even when the results are poor. Comparing one’s self to a standard allows one to ask themselves a few questions:

“Do I want to be that good?”
“Do I want to be better than that?”
“Am I willing to put in the work to be that good or better?”

If the answer to any of those questions is a hearty, “Yes,” then you’re being competitive.

In my opinion, any time you try to achieve a standard, you’re competing. Not necessarily against others, but against yourself. And any time you achieve a goal – you can finally play 16th note paradiddles at 200 BPM; you can finally play that weird, hybrid rudiment you’ve been working on; you can finally drum along to Rush’s Moving Pictures in its entirety – then you’ve won. You’ve accomplished your goal(s), right? That’s a win. And if you don’t reach your goal and you give up, that’s a loss.

There are people who don’t view individual development of their craft this way, but I do. Mainly because I’m a competitive person. Plus, I think it’s a good way to drive a person to excel and succeed, to know the greatness of success and the utter disappoint of failure, and being able to accept both.

It’s important to be able to accept both failure and success. Failure because you can learn from it, and also because if you don’t accept it it can drive you mad. Accepting success is something you don’t often hear about, but it’s important because successes can lead you to the next step in your development. Not accepting success inversely means that you don’t let it go but instead cling to it. This can lead to stagnation or even a big head (big head = not the good kind of ego).

In viewing individual development this way, I can employ my general concept of competition which is simply this:

Strive for perfection. Strive to win. Strive for first. Striving for any place lower than first might get you to that lower placement, but not to first.

That philosophy can even be parred down to this:

Perfection is an unobtainable ideal, but the journey towards perfection is what matters.

I really, really hate it when competitive groups don’t strive for first place, even when they’re placed as low as 20th and, realistically, have no hope of making such a high climb in a short time. If those groups want to be in first place someday, and someday soon, perhaps that should be doing what it takes to reach first place rather than, oh, say, 17th. It’s ridiculous to me because such goals offer small increments of growth. And while speedy advancement isn’t always the answer, to me slow progress means less things learned over a longer period of time.

This is the same for individual development. If you want to play drums better than, say, Neil Peart, then that should be your goal, NOT to play drums like Phil Rudd, then Eric Kretz, then Neil Peart (no offense to Misters Rudd and Kretz). No. You can always change your goals as your tastes develop, but having an ideal goal then allows you to figure what you must do to meet your goal. What do you need to study? How often do you need to practice? How precise do you need to be? How slow and how fast should you be able to play?

This is how competition has shaped my development in many things. No, I’m not perfect, and yes, there are things I can’t do… yet. But this philosophy ensures that should I choose to meet one of my ideal goals, I can go about accomplishing them without accepting anything less than the goal itself.

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May 23rd, 2011 by Phillip Ginn

It’s been awhile since I’ve been here (um… August 2010, really?), and there are many things to talk about. Picking a single topic from many is like choosing which jelly doughnut to eat first.

So let’s start with something simple. This is what I’d like to see from this year’s drum corps:

1. CLEAN DRUMLINES! An obvious request, sure. But if I continue to hear the barrage of dirty attacks and sloppy ends-of-phrases that I’ve been hearing for the past few years from the nation’s top drumlines, it will further convince me that licks and more emphasis is put on licks and cleaning inner-beats than basics and education. (I still remember hearing the 2007 Cadets snareline destroy eighth notes during warm-ups. Eighth notes!

2. FLAMS! Remember those? I believe they’re making a comeback, but remnants of the mostly-power-diddle battery book has still been seen and heard for the past few seasons. Yeah, yeah, yeah… I know: flams have been seen in contemporary battery books, but those battery books come from certain writers and they amount to only to a few drumlines from what I’ve seen in the recent past. Again, power-diddle-based books have been the trend for a number of years and I, for one, would love to see more than four or five flams pop up in more than a few battery books. Speaking of battery books…

3. It would be nice to hear less homogenized battery books. You know the books I’m talking about, where the snare, tenor, and bass parts are all pretty much the same save for the varying pitches in the tenor and bass lines? Yes, there’s a time and place for such writing, but when 90-99% of the battery book is the same, well… that’s not necessarily musical. It’s boring and, I suspect on many writers’ parts, lazy.

4. Less electronics! PLEASE! They’re so… distracting. Okay, so electronics probably aren’t going to go away anytime soon (or at all), but that does’t mean the shows have to be designed around them. With subtlety and careful design, electronics can be integrated into a drum corps show so that they’re a) not distracting, and b) not over-bearing but rather nuanced. But, this is a discussion for another time.

5. Let’s not go the narration route, okay? Vocals here and there to enhance what’s happening on the field, sure. Fine. Example: Carolina Crown’s horse race show, or Bluecoats’ criminal show. Good use of short vocal phrases to enhance the show concept. But if the show is built around a full narration, then, well, you’re not making the music and the visuals the main part of the show or the storytelling. If I wanted to see a live musical play, I’d go to Broadway. But, again, a discussion for another time.

Mostly, I want to be entertained with some raw energy, great show concepts and design (subjective, I know), and precision and artful performance from all sections. Good luck to all!

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August 27th, 2010 by Phillip Ginn

A few weeks ago, I received an email from a friend I used to march with in the Mandarins Drum and Bugle Corps:

I wanted to ask you to think about it another way — instead of black and white index and middle finger, what about a shared fulcrum? I have students in San Jose who have had a lot of Santa Clara Vanguard-based instruction on technique (one of my kids even marched in the A corps) so there have been several explanations about relaxing the index finger. When I do it, it feels to me like there’s more of a triangulation between the index and middle finger with the thumb, almost like the fulcrum feels like it’s between the the two fingers and the thumb and not directly on either finger (solely). I understand you’re coming from a scientific standpoint with the lever and fulcrum discussion; that said, I think it would be interesting to hear your take about that “middle fulcrum” that I’m talking about, if you deem it worthy to explore that is. Just food for thought. Thanks for sharing your in depth examination of the mechanics, it was a good read!

Update: 9-6-2010: revised upon request

 

My friend brings up a concept I actually used to teach. Back in the late 90’s, and probably early into the new millennium, I was teaching my students that the fulcrum we use isn’t at the thumb/index finger combo but it actually a triangle: thumb, index, and middle finger. My reasoning was that it alleviated the work the forefinger would have to do, thus helping the hand to be more balanced which in turn helps the player to use the whole hand while playing instead just the front (at the thumb and forefinger).

After a while, I began to abandon the triangular concept in favor of a more literal explanation, the one I’ve examined here and here. This isn’t to say I abandoned the reasoning behind the triangular concept, just that I wanted to have my students think of the fulcrum and the role of the middle finger a little more exactly than what the notion of a triangle fulcrum had to offer.

My friend explains it well: by relaxing the index finger, it feels like there’s a triangle of the thumb, index, and middle with the fulcrum being in the middle of that triangle. This, in a nutshell, is why I taught the triangular concept oh so many years ago. But what this really is is a description of how it feels but, from my point of view, not exactly what’s happening. It’s literal versus figurative.

Confusing? Let’s put it this way: ever hear someone say, “Man, it feels like I’ve been stabbed in the chest.”

“Dude, my head feels like someone dropped an anvil on it.”

“Boy, I feel like a million bucks!”

Those are figurative statements that describe how one feels. Chance are, the person hasn’t been stabbed in the chest, he or she just hurts really bad and stabbing is the best way to describe it. Same thing with the person whose head feels like an anvil dropped on it: no, an anvil didn’t dropped on it, otherwise he or she wouldn’t be able to tell you about the pain in their head. And what does a million bucks feel like? We assume it’s a pretty happy feeling, but being that we’re human and not inanimate objects manufactured from processed wood that’s been run through a specialized printing press, we don’t know for sure.

The fulcrum may feel like it’s in between the index and middle, in combination with the thumb, but that’s because they’re working together to help pivot the stick. The stick, being the “load” of the lever, is moved by the wrist (another lever acting as the “effort”) and aided in control by the fingers. I’ve taken to calling the middle finger the “primary leverage control”, especially when the index finger is looser on the stick. The index finger also aids in leverage control during times the player opens and closes it along with the rest of the fingers (depending on the application), but the middle finger always opens and closes when the player choses to utilize finger movement. Also, the middle finger is in a stronger position to be the primary since it doesn’t have to worry about the stick pivoting in its location. The stick pivots – literally pivots – at the front end of the hand, and when the index finger is on the stick, the stick will pivot there. The stick pivots near the middle finger, which isn’t the same thing.

These are details. Important details, but details nonetheless. What I’m after with these examinations is that students are taught with as much correctness as possible. In the case of the fulcrum – a case that, with proper understanding, use will help drummer gain control and relaxation while playing – I think it’s important to explain and demonstrate it properly. However, my friend’s question brings up a good point: feel.

When explaining to a student (one who can handle the information) how a fulcrum works, I think it’s also okay to inform him or her that even the though the fulcrum works “this” way, it can feel “this” way. There’s nothing wrong with that because the way it feels it can be a truth. Maybe not a universal truth (we all feel different things differently), but a truth. And it’s important to note the difference because we, as teachers, don’t want to give our students the wrong idea. Some students can certainly handle the implications of the “middle finger fulcrum” explanation: in conjunction with a proper demonstration, the concept can show students how to use a loose index finger while letting the middle finger take on the primary leverage control, thus relaxing the hand and making use of the whole hand. But some students are going to have trouble using the index finger properly with this technique. In some cases, like drum corps, instructors can select who they teach. But many others, teachers have to teach whoever walks in the door, and some students who really want to play drums don’t have a natural knack for it, physically, mentally, or both.

Therefore, as a general rule, I’d rather be as specific and correct as possible. Scientifically, I don’t think the middle finger fulcrum or the triangular fulcrum concepts are correct, although I understand their intent. I don’t think it’s that much more effort to explain the actual roles of the index finger (the fulcrum) and the middle finger (primary leverage control). But I also don’t think it’s wrong to explain to a student what something feels like provided teachers make the distinction.

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August 13th, 2010 by Phillip Ginn

I’ve said it before, and I’ll say it again:

I hate electronics in drum corps and drumline.

Tonight I attended the DCI Quarterfinals broadcast in the theaters. As has been the trend of the past few years, synthesizers were utilized by several corps. Unfortunately, I don’t see this problem (yes, I view it as a problem) going away any time soon, which saddens me. And not only because drum and bugle corps should consist of percussion and horns (hence the name of the activity), but because of another reason, one I think is very important to this medium.

Drum and bugle corps is both a visual and audible medium. It relies on sound and corresponding visuals. If you look at the field, take note of what you see: horns, drums, mallet keyboards, tom-toms, percussion toys, timpani… do you see a violin? A piano? A full orchestra? No? Then where the hell is that sound coming from?

The sound generated by a synthesizer is distracting. Being a visual medium, my ears expect to hear what I’m seeing. If I hear an orchestra or a piano but don’t see one, my immersion into and my connection with the performance and the show itself have been compromised. Hearing something I don’t see is a distraction. It is so jarring that my connection to the show is suddenly broken and I become removed from what I see and hear on the field. I suddenly become focused on other things besides the show.

Oh, wait… you can see the synthesizer keyboard on the field, can’t you? Well, that’s fine and dandy, but what exactly does a synthesizer sound like? Generally, it’s supposed to sound like something else. A synthesizer’s job is to synthesize sounds. I’m not aware that a synthesizer has an identifiable sound, unless it’s the sound you get when you run a midi piano or a midi horn through some weird processor. But since the synthesizer keyboard is associated with more than just that processed sound reminiscent of prog rock from the 1980’s, any sound created by the electronic instrument is jarring and distracting.

Then there are the sound effects. Even more jarring because they are so incredibly out of place. The samples? The pre-recorded vocals? Out of place. Can’t see where they’re coming from, no one is actually performing them… distraction. In addition, these sounds don’t balance well with the acoustic instruments at all. They don’t complement each other. It’s like watching a Disney movie from the 1990’s: hand-drawn animation composited with obviously computer-generated graphics and animation. It causes an imbalance. This imbalance causes yet another distraction.

I realize I am only one man, but I do know this man isn’t the only one with the opinion that electronic instruments should not be part of the activity. Even if the activity of “drum and bugle corps” were changed to “music and movement”, I would still want to see the orchestra if I heard the orchestra. I want to see the woodwind players if I heard woodwind instruments.

A medium – any medium – has boundaries. These boundaries are what helps define the medium. Music consists of a tempo and rhythm. Without tempo, there is no rhythm, and without either you get a bunch of jumbled sounds. A painting is composed of colors applied with a brush, whether digital or physical. Comics are composed of silent, static images in a sequence. If you add movement, it becomes animation.

This is the same with drum and bugle corps. There are drums and there are horns. Along with this is the visual aspect: drill, body movement, and colorguard. What you see is what you get. Unfortunately, in this day and age of the activity, what I see is not what I’m getting. I’m getting more than what I see and it’s a distraction. It’s an imbalance.

It’s like taking two foods that you absolutely love separately but do not pair well together at all because, when paired, they just taste horrible.

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