Common Issues with Cues
BELOW are the things to avoid for Visual Media, and what we call Standards. These will also help for about ANY visual media project
NOT Reading the BRIEF:
Issue: Failing to read the brief is one of the most common, yet avoidable, reasons for cue rejection in visual media. The brief isn’t just a suggestion—it’s essentially the playbook, coming directly from the music supervisor, showrunner, or creative director. These people have a clear vision of what the scene needs, the emotions it should evoke, and how the music integrates with the storytelling. Ignoring or skimming the brief can result in music that misses the mark entirely.
Whether it’s tone, tempo, genre, or specific sync points, these details are there for a reason, and it’s your job as the creator to nail them. Being thorough and understanding the brief is part of your responsibility. If you don't, your cue, no matter how amazing, could be unusable because it doesn't serve the vision or enhance the scene.
Solution: READ -- This is where being a professional creator is key it's not just about making great music; it's about making the right music. And that starts with reading the brief.
QUALITY:
Issue: Cues are getting a “the synth sounds cheap, this sounds dated, the Strings Sound Cheap and Virtual, it overall sounds too Compressed” etc.
Solution: Make sure your sound palette is updated, using the best you can getaway with. There are some great inexpensive options oppose to the “stock” in some DAWs. Quality is a major key element for the shows, and they need to keep the high standards going, and again, there are ways this is done inexpensively. A great Synth from Serum works great, and I encourage you to look into these aspects, as they are our TOOLS, so they have to be ready to do the best work possible.
Most importantly, go to the references and match sounds, create a “sound palette” to use in that category and compare what has already been approved and being used in the show, and set THAT as the benchmark of what is being expected.
“It’s all about SOUND SELECTION Gil ” - Timbaland
Clipped Off "No Decay" After Stinger:
Issue: If the cue ends abruptly without letting the last notes or artifacts naturally fade, it can feel incomplete and rushed.
Solution: Allow your cue to naturally decay out after the stinger, without cutting off the final sounds. This ensures a more polished and professional finish.
Long FX/Risers:
Issue: FX or risers lasting more than 4 bars can make it difficult for editors to cut the cue at specific points, forcing them to use the entire build-up or skip the cue entirely.
Solution: Keep FX and risers concise (under 4 bars). Avoid "UFO" sounding FX/ risers, which may be jarring in the context of the visuals. Think like an editor: a shorter, well-placed build-up works better for editors to extract the parts they need.
Long Intros:
Issue: Editors are looking for immediate impact and usability, not long, creative intros.
Solution: Avoid long-winded intros. Editors are more interested in getting to the usable parts of the cue, so aim for shorter, more direct starts. Best to stay at 4 BARS Total
Long Artifacts/Trails After Stinger:
Issue: Your cue has a strong stinger, but lingering elements like delay trails, gated synths, or sustained notes continue after the stinger ends.
Solution: To avoid these lingering artifacts, clean up the final notes of any delays, gated or pumping synths, and sustained instruments. A solid stinger should have a clean, definitive ending without unnecessary "tails" hanging around. These extended elements almost always get flagged for revision, so it’s best to create stingers with a sharp, clean finish from the start. Keep it tight to avoid future cleanup requests.
Too Busy/Cluttered:
Issue: Cues with too many instrumental elements can overwhelm the scene and detract from the visuals.
Solution: Keep it simple. Focus on creating background music that complements rather than competes with the visuals. A clean, full sound is best, but don’t overcrowd with too many voices or instruments.
Peaks and Valleys:
Issue: Without clear variation in volume and texture, your cue may lack interest and make it harder for the editor to use different sections.
Solution: Incorporate peaks and valleys in your cue. Sections that are loud and soft, with breakdowns or minimal instrumentation, give editors flexibility and make the cue more versatile. This creates interest and allows your cue to be used across longer scenes, increasing its chances of usage.
Stinger on the Downbeat:
Issue: Ending a cue with an offbeat note can leave the scene feeling unresolved or confusing.
Solution: Ensure the stinger (final note) happens on the downbeat or the first beat of the following bar. This creates a solid ending and signals to the editor that the cue is complete, and the scene has ended.
Last Note of Stinger (Root Note):
Issue: Ending with a note that doesn’t resolve or doesn’t feel like the cue has “come home” can leave the scene feeling incomplete.
Solution: End your cue on the root note of the key (e.g., Cm if the cue is in C minor) for a resolved and solid ending. You can emphasize this with a one-shot kick or bass note to reinforce the conclusion of the cue, ensuring that it feels finished and impactful.
Weak Stinger:
Issue: Ending with a note that doesn’t feel Strong Enough.
Solution: End your cue with help of a one-shot kick and bass note in addition to what you have ending to reinforce the conclusion of the cue, ensuring that it feels finished and impactful.
Sound FX
Issue: Adding Sound FX in your cue - glass breaks, guns, Record Vinyl, Doors, Engines, Sirens, Etc. These can & often WILL Interfere with the foley and or dialog and Scene. Imagine a scene where they are on the water, and a sound effect in a cue has horse galloping?? That is extreme, BUT you get the point..
Solution: Leave ALL sound FX/Foley to the Editors, as they are watching the visuals and often looking for background music to support the visuals, so last thing they want is the perfect piece of music get ruined by a Sound FX that sounds cool without Visuals, however paired with, makes zero sense.