"his solo violinist). ""Preview"" then remarks that ""I'll go fetch my baton. It's in Chicago."" This comic ad-lib made Morecambe immediately realise the sketch would be a success. Later in the sketch ""Mr Preview"" accuses Eric Morecambe of playing all the wrong notes; Eric retorts that he has been playing ""all the right notes, but not necessarily in the right order"". Because of other commitments the only time available for Previn to learn his part in the show was during a transatlantic flight but the talent he showed for comedy won high praise from his co-performers. He made a second"
"and if necessary holding it down until the end of the ""tail"". Some long notes will have a tail extending across multiple bars, and very short ones will have none at all. Successfully hit the buttons at the proper time and it'll make an excellent piece of music, but hit it at the wrong time and it'll sound like a jumbled mess. As in many music/rhythm-based games, every single note is given a title based on the accuracy, and the more accurate notes increase the score by more. These ranks are ""Best"" (perfect timing), ""Good"" (slightly too fast or slow),"
"over the pitch of the notes played. Instead, the internal music track for each section of all songs is specially programmed to respond to all possible player actions: the game will attempt to make any notes played be harmonious to the song, including those played outside the original melody. Consequentially, players are encouraged to practice and experiment with different ways to play songs using any arrangement of instruments, either choosing to stick close to the guide or diverge from it and create unique compositions. The quality of the new arrangement is up to the player's judgement. Players can also do"
"each instrument, with the player able to move between them. To perform well, the player must move between tracks using the shoulder buttons and succeed to match a phrase of notes using the face buttons of the controller in order to boost the band's performance meter; in normal game modes, this will cause the track to play automatically by itself for a brief period allowing the player to focus on the other tracks. The player can fail a song if they cannot match notes correctly, or by ignoring a single track for too long. The DS version includes a single-player"
"can build up a multiplier by hitting consecutive notes correctly, which increases how many points each note is worth, but the multiplier is set back to 1× if a note is missed. After successfully completing a song, the performance of each player and the band as a whole is rated on a 5-star scale. The best performance by a player for each song in the player's library is tracked separately based on instrument, Basic or Pro mode, and difficulty, then is used to provide and compare leaderboard statistics at the end of the song. The overall goal of the band"
"bass player plays the indicated bass note. See figured bass for alternate method of notating specific notes in the bass. Those are notated in a similar manner to inversions, except that the bass note is not necessarily a chord tone. Examples: Chord notation in jazz usually leaves a certain amount of freedom to the player as for voicing chords, also adding tensions (e.g., 9th, 11th, 13th, etc.) at the player's discretion. Therefore, upper structures are most useful when the composer wants musicians to play a specific tension array. Example: If a composer was starting with the following, simpler chord progression:"
"while the thumb and index finger pluck the string using a long plectrum. The nodes are the notes of the first seven overtones, or flageolets, similar to guitar harmonics at the string positions above the octave (1/2), the perfect fifth (2/3), the perfect fourth (3/4), the just major third (4/5), the just minor third (5/6) and two tones not present on the Western musical scale: the septimal minor third (7/6) and the septimal whole tone (8/7). With the left hand, the player pushes the flexible rod toward the instrument with the index finger to lower the pitch of the note,"
"I use my little finger to play chords, but not for playing solos. The direction in which I bend a string depends on where the string I'm bending is on the neck. The lower strings are going to be pulled down, and the high strings are going to be pushed up. I use a lot of vibrato when I play solo. And for picking, it has to be up and down if you want to do a lot of speed. It's also better for clarity. Anything faster than quarter notes, you either have to use alternating picking or play with"
"gets points for each note hit, and thus staying at higher difficulty levels can earn more points, but it is impossible for the player to fail a song. In some cases, if the player is missing too many notes, the game will pause the song to allow the player to readjust their hand position and make sure they strum the right note before proceeding. The game saves the last note density level that the player completed a song at, and will use that level at the start of the next play through that song. As the player completes songs or"
"failed to step on a step within the accuracy zone, it will be a ""Miss"". For holds and rolls, if the player finishes the hold or roll successfully, they receive a ""Yeah"" judgement. If not, the player receives a ""Bad"". In the middle of the screen, the game keeps track of a player's current ""combo,"" which is the length of the player's most recent chain of good timing judgements. A player's combo carries over from one song to the next, typically ending at the conclusion of a credit. However, if the player utilizes a USB card to keep track of"
"quarter tones in between. Rhythmically, Ferneyhough is known for his nested irregular tuplets, and there is no exception here. Almost each individual note also has its own unique dynamics and articulation, including extended techniques such as multiphonics on the oboe, glottal stops for the voice, and key-clicking for the flute. Throughout the nine songs, the process of composition transitions from a Serialist-type systematic approach in the first song to an intuitive and free approach by the last song. While Ferneyhough thought this system is important, the practical effects are not discernible to the listener, as his intuitive composition produces music"
"piano, the further left, the lower the note, and higher notes are to the right. String instruments have a similar mapping—the further up the neck, the lower the pitch—but this progression is realized independently on each string. Most Western string instruments have a similar progression from one string to the next: each violin string, for example, is a perfect 5th higher than the previous one. Such consistent spatial mappings from the instrument to the pitches it plays promotes the development of intuition and aids in the learning of the instrument and even the ability to improvise or play by ear."
"with a low double-octave B, which echoes throughout the whole work (save for the last section); it should be played with the pedal down throughout (a single pedal shift is found before the last four bars). The right hand plays the notes an octave higher than noted. Considering there is no time signature, the tempo is free, yet introspective in a way that allows the player to personalize the experience of playing it by responding to the notes and occasional dissonance. Thus the use of rubato becomes essential. Both hands play their single notes at the same time. Only two"
"the base (Ex. The right C button is pressed to go to 1st base, up to go to 2nd base, etc.). The game accounts for injuries and real time fatigue, seen most clearly through pitchers. This is especially true if the pitcher uses their ""special"" pitch too often. Another feature in this game is the music which was composed by Steve Adorno of the groups GQ, Devoshun, Seguida ny Latin Rock . On it he played drums, keys, guitar, and funk bass. Steve Adorno is the credited music composer at the end credits on the game. The game was rated"
"However, that does not equate to four plectrums, since plectrums can more easily strike strings on both up and downstrokes—which is much more difficult for fingers. To achieve Tremolo effects, varied arpeggios, and rapid, fluent scale passages, the player must practice alternation, that is, plucking strings with a different finger each time. Using p to indicate the thumb, i the index finger, m the middle finger and a the ring finger, common alternation patterns include: In some genres, such as folk or country, the player can ""lock in"" to a picking pattern for the whole song, or even the whole"
"Prior to playing any song, the game has the player check the tuning of the guitar. A core feature of normal play is the game's ability to adjust the note density – effectively the difficulty – of the current song based on the player's performance to that point. Each song is split into a number of phases, and depending on how accurate the player is during a phase, a subsequent phase may provide more difficult note patterns. If the player's accuracy is not good during a phase, the subsequent one will fall back to a lower difficulty level. The player"
"just asks to be driven a certain way. I think the guitar’s the same. I’ve got 11 guitars in front of me, and I don’t play them all the same. The instruments sort of take me there. It’s just like playing music with friends: you play with different people and the music takes you in certain directions. You’re attracted to sound, and your response to their sound and how we blend sonically. I love that. I think that that’s the thing that I love to keep exploring… But hopefully when I do my thing, even though the context might be"
"change the note. The speed oscillates between 33⅓ RPM and 78 RPM. Rhythms were initially planned to be played by raising and lowering the needle, which caused undesired sounds. Player 2 was meant to have only one record, a Victor Frequency Record 84522 A, oscillating between 33⅓ RPM and 78 RPM. Player 3 was meant to be a percussionist to play the large chinese cymbal. Finally, Player 4 would play the piano in two ways: sweeping the bass strings with his hand with the gong beats indicated in the score and muting some strings with the palm of their hand."
"reasons, Ernst Oster writes, ""Chopin understood Beethoven to a degree that no one who has written on the C minor Sonata or the ""Fantaisie-Impromptu"" has ever understood him. ... The ""Fantaisie-Impromptu"" is perhaps the only instance where one genius discloses to us—if only by means of a composition of his own—what he actually hears in the work of another genius."" The piece uses many cross-rhythms (the right hand plays sixteenth notes against the left hand playing triplets) and a ceaselessly moving note figuration, and is in cut time (). The opening tempo is marked ""allegro agitato"". The tempo changes to"
"notes are generated based on the rhythm of the music using a beat tracking algorithm. While often occurring on the beat, notes can also occur off the beat at times. Tracks with greater emphasis on rhythm, especially techno songs with a strong, well-defined beat or powerful bass lines, generate the best in-game beat patterns. The objective of the game is to hit the corresponding face button as each note glides onto its landing point. The better the player's timing, the more points are given for that button press. Point multipliers are also awarded for successive correct inputs; hitting an incorrect"
"of 10; I mean 10 minutes out of 10; I mean 60 minutes out of an hour, 24 hours a day, at least all of your waking hours. ... I don't want it just about right! To me, just about right is terrible! ... Now, nobody's killed when you play a half-note as a dotted quarter. But you might, from learning to play a half-note a full half-note, make the difference in the lives of 50,000 little kids. ... You don't piddle with music—it's a good-time-Charlie business, and for me, the wonderful good times come out of hearing somebody play"
"know what I am worth and what I do with the guitar, because it took me a long time and it is unique. So far I have not found someone who plays guitar like I do and keep that in mind. I did not study and learned to play on my own, ""said the guitarist. On the particular tuning of his guitar to play its songs, the artist said that he tuned it in G, meaning that in the first three ropes and in the final ones he tuned in this note with the respective chord. “My brother taught me"
"from the F). The practice of ""not"" tuning the strings in order, from low to high, is known as ""reentrant tuning"". Reentrant tuning helps to achieve similar sounds between the downstroke and the upstroke on strummed instruments. The ukulele and 5-string banjo also use reentrant tunings, although with the first and last strings the higher pitched ones, unlike the low A and B of the cuatro. In fact, early ukuleles were tuned to a D f b, with the D the lowest note. (Currently ukuleles are usually tuned one note lower, g C e a, and some use a non-reentrant"
"causes the notes underneath the touch screen portion to be played automatically. These do not contribute to the player's score, but prevent high-speed sequences from being forced on the player early on, and activating them helps to keep the rhythm and flow of the song. In Pro Mode, the player must hold down the L button while playing specified notes to change them to a sharp, and hold down the R button at other notes to raise them one octave; some notes combine both of these functions to raise a sharp note an octave. In addition, the drum set sometimes"
"fingers on the right spots without such indications but from practice and experience. To attain good intonation, violin players train their fingers to land in the right places, learning to hear when a note is in or out of tune, and cultivating the ability to correct the pitch rapidly and automatically as notes are being played. ""Singing"" the note mentally helps to land in the right spot. (In practice, intonation may be checked by sounding an adjacent open string, and listening for the interval between the two notes.) Although adjusting to the desired pitch after landing the finger is indeed"
"Richter-tuned harmonicas are modal. Playing the harmonica in the key to which it is tuned is known as ""straight harp"" or ""first position"" playing. For example, playing music in the key of C on a C-tuned harmonica. More common (especially in blues and rock) is ""crossharp"" or ""second position"" playing which involves playing in the key which is a perfect fourth below the key of the harmonica (for example, on a C tuned harmonica, a second position blues would be in G—resulting in the instrument playing in mixolydian mode). This is because the notes of the G pentatonic scale (a"
"a recording of their rehearsal, to tell them that the relations between the instruments are correct. Chamber music playing presents special problems of intonation. The piano is tuned using equal temperament, that is, the 12 notes of the scale are spaced exactly equally. This method makes it possible for the piano to play in any key; however, all the intervals except the octave sound very slightly out of tune. String players can play with just intonation, that is, they can play specific intervals (such as fifths) exactly in tune. Moreover, string and wind players can use ""expressive intonation"", changing the"
"the column (by changing fingering or valve position), a player may produce two distinct tones not part of the same harmonic series. Multiphonics may be notated in score in a variety of ways. When exact pitches are specified, one method of notation is simply to indicate a chord, leaving the performer to figure out what techniques are necessary to achieve it. Common on woodwind music is to specify a particular fingering underneath the required note; as different fingerings produce different qualities of sound, a composer who is concerned about the precise effect created may wish to do this. (It should"
"the neck. However, in thumb position, the thumb usually rests alongside the fingers on the string and the side of the thumb is used to play notes, along with the other left-hand fingers. The fingers are normally held curved with each knuckle bent, with the fingertips in contact with the string. If a finger is required on two (or more) strings at once to play perfect fifths (in double stops or chords) it is used flat. In slower, or more expressive playing, the contact point can move slightly away from the nail to the pad of the finger, allowing a"
"order of accuracy and score, timing can be marked as Good→Great→Just. On the contrary, players lose points if they miss an Object. Bonuses are given for a Full Combo (hitting all the Objects) or completing the song with up to 2 misses. As the players hit Objects with Just timing, the Just Reflec gauge fills up. Once one of the segments has been filled, the player can touch and flick an Object with the Just timing, and it will be reflected at the opponent. A Just Reflec gives bonus points to the user and a greater score penalty if the"
"Each musician has control over which phrase they play: players are encouraged to play the phrases starting at different times, even if they are playing the same phrase. In this way, although the melodic content of each part is predetermined, ""In C"" has elements of aleatoric music to it. The performance directions state that the musical ensemble should try to stay within two to three phrases of each other. The phrases must be played in order, although some may be skipped. As detailed in some editions of the score, it is customary for one musician (""traditionally... a beautiful girl,"" Riley"
"tune by ear, plucking the open strings and picking out the relation differences between the strings. This method way of tuning requires a very accurate sense of pitch. The next method is by comparing open and stopped notes, by playing an open string and pressing on another string at the correct position and adjust if they sound different. This has the advantage of only needing to adjust a string to match a reference note, but has the disadvantage of open and stopped notes sounding different in tone; it can only be used for pieces without harmonics. The generally preferred way"
"score points. Players score points for successfully hitting notes, earning a scoring multiplier for hitting a continuous series of notes without mistakes, while failure to hit the right notes can penalize the players' performance and could end the song prematurely. During the song, certain phrases are marked with specially colored notes, which if played correctly, fills the player's Overdrive meter. Once sufficiently filled, the player is able to trigger ""Overdrive"" through various means depending on instrument, which doubles their scoring multiplier as well as boosting the band's overall performance meter. Players are rated using a five-star system based on their"