Composing for theatre is the same as composing for games: The Techniques (part 4) – Vertical Layering

This is part 4 in a five part series on the similarities in challenges faced by composers of both games and theatre, and the similar evolution of their solutions.

In the first post I talked about those challenges brought about by the live and interactive nature of theatre and games, respectively: timings change, and are never the same from one performance, or gameplay, to the next.

In the second I talked about the techniques of using loops and stings to face those challenges.

In the third, I talked about assembling those loops and stings in QLab, for theatre, by using Mic Pools QLab Cook Book technique of a silent looping bar and a devamp cue to make sure that the assembly of loops and stings, along with fades, was seamless.

Vertical Layering

This is a way of stacking looping musical audio files on top of each other, playing one or more tracks at once, and then varying the audio balance between tracks at a cue in theatre, or an action in a game. Winifred Phillips, the awesome (and incredible educational resource) game composer has a great explanation here.

I used a similar technique in the ‘Pageant’ scene in Camelot: The Shining City. Here’s one of the tracks that I created with multiple layers:

See the note ‘ON BEAT 4 (if possible, if necessary)? This was for Matt (Angove, sound designer, engineer and operator) to manually time the cue with the previously playing music. This was back in the days when I didn’t know how to devamp with the silent bar as above (but Matt operated it brilliantly).

The track starts with the ‘Sting(fanfare)’, followed by the ‘Sting(drumRoll)’, which is a short sting to cover the start of ‘USL(Bass+Drums)’. ‘USL’ stands for UnderScoreLoop. All of the tracks inside the folder ‘VARIED LOOPS’ start together at the same time as this Bass+Drums loop but where Bass+Drums starts at full volume, the VARIED LOOPS all start at their lowest volume. I then use fade cues to raise and lower the volume of various combinations of those VARIED LOOPS tracks depending on the on-stage action.

This was the final track:


This is part 4 of a 5-part series on how theatre and games music composition techniques are so very similar – In Part 5 I’ll talk about the technique of horizontal resequencing of multiple loops as a simple way to create variety in a longer piece of music.