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Artist, writer, musician, composer, drummer, educator, imaginator, and other useful adjectives.
And the category is: Op Ed
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 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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June 26th, 2010 by Phillip Ginn

I had gotten together with some friends the other night to do a short rehearsal for an upcoming gig. I was playing drum set for several songs, one being a song I already knew but had previously played bass on instead.

Intellectually, I knew how to play the song on drum set, but I had yet to acquire the feel my friend – the song’s writer and bandleader – wanted for the end of the song. I chalked it up to having only played it three times that night and that the feel would come with a bit of practice, both mentally and physically. The fourth time through was a bit better, with the exception of a few odd experiments on my part.

As I went home, I began my usual thought-obsession with the songs I knew I needed to better be prepared for, and in this case it was the new song. As I thought about my rehearsal performances of the song, I thought perhaps I was trying to be too creative, something I know I am often guilty off. Give me an inch of freedom and I’ll want to experiment with trying to enhance music with percussion in my own way, playing rhythms and sounds that I think would sound good with the rest of the music.

But as I thought some more, I thought that perhaps I was just trying to be too clever.

What’s the difference? It’s probably a matter of semantics. From my point of view, it’s a fine line. Attempting to be too creative is to go through several possibilities of enhancements to find the things that work and don’t work, all for the sake of trying to bring out the best in the music (or whatever medium you’re working in). Attempting to be too clever is to go through several possibilities of enhancements to find the things that work and don’t work, all for the sake of trickiness, drawing attention to the enhancements, and being “cool”.

Sometimes both concepts cross over. Something clever can certainly be creative, and something creative can certainly be clever. However, the intention behind pure cleverness isn’t necessarily artistic, and that is the fine line.

Case in point: according to the definition of “clever” on my computer’s dictionary, to be clever is to be “superficially ingenious or witty.”

As a musician and a percussionist, I have noticed that when trying to be too clever on drum set, I’ve got to think more about what I want to try to do, and that thinking removes me from the fundamentals of the music being played which disallows me to fully take the music on its own terms. Also, being clever often involves trying to pull off licks that may make (my) drumming the center of attention, or add enhancements that would only really be noticed by other drummers, or add things that sound cool on their own but don’t necessarily accomplish the goals of the song.

I think this stems from my drum corps background, where being clever is often part of being creative, especially with the art of snare drumming where expression often comes in the form of “rudiments”*, tricky sticking, and odd licks when otherwise simple sticking would suffice. This is often the order of the day in advanced marching snare drumming. It’s a style of expression that I often employ when playing drum set because it’s part of who I am as a musician and percussionist, it’s part of how I hear and think about music, and it’s part of how I play.

However, I often take that style of expression and overuse it, or use it in the wrong context, and that is when being creative becomes being more on the side of clever.

The moral of the story: It is important to know the difference between creativeness and cleverness, to be able to spot that fine line. Being creative is part of the attempt to bring out something special in the music, to bring out hidden potentials, to bring out new ways to hear, to find new ways to interpret, all for the sake of the music. Yes, being clever can certainly be part of being creative, but to be clever for cleverness’ sake isn’t musical at all. Instead – at least in the case of drumming – it’s basically math.

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