AO4: Film Music 🎞️ Flashcards
Learn the different features for film music! (12 cards)
Leitmotifs
A tune that returns throughout the film.
Represents a particular object, idea or character.
E.g. Lord of the Rings - Fellowship of the Ring, or ‘Hedwig’s Theme’.
Repetition
Sometimes themes are repeated at the end of the film to provide a triumphant ending.
Can create tension and suspense.
Pop songs to gain publicity
E.g. Pharrell Williams’s ‘Happy’ used in Despicable Me.
Traditional instruments
(to give a sense of time and place)
Unnatural sounds
- Unusual harmonies. Can you think of an example? E.g. Chromatic, dissonance (creates a scrunchy sound with clashing notes)
- Strange time signatures. E.g. 3/2, 7/4, 5/4
What features belong to happier sounding music?
High tessitura
Thick texture/Polyphonic
Bright sound
Major
Diatonic
Short note values.
Staccato.
Fast - Allegro (lively), Presto
Nice - ‘lyrical’ - stepwise maybe? (has a better flow)
Loud ‘forte’
What features belong to sadder sounding music?
Low tessitura
Thin texture/monophonic
Mellow sound
Minor
Chromatic/dissonant/discord
Long note values/more sustained.
Legato.
Slow - Largo, Adagio
Leaps - ‘angular’ (haphazard with lots of jumps - large intervals) melody
Quiet ‘piano’
Music shows you what is not on screen
Things used to make you feel uneasy.
What is ‘Diegetic music’?
It is the music the characters can hear.
Not actually part of the story.
Just put ‘over the top’ to increase the effect of the film.
Early video game music was very simple
Due to limited technology - it could only have a couple of different instruments or parts, so was often monophonic.
Tended to be based on short melodies or motifs on a loop.
Music wasn’t usually played throughout the game and would just be used as the theme tune at the start.
E.g. Space Invaders by Tomohiro Nishikado.
Video game music developed as technology developed
Synthesizers to create and manipulate synthetic sounds.
MIDI allowed video game composers to write for a range of instruments that played back consistently on different pieces of equipment.
Video games in the 1990s created higher quality music with more realistic instrumental timbres due to sound processors.
Game music uses motifs
- Sequencing
- Inversions
- ‘Retrograde’ rhythms
- Augmentation or diminution
- Leitmotifs
- Polyrhythm, cross-rhythm and syncopation create a sense of urgency or uncertainty.
- Texture can show how the story is progressing in a game.