Field guide 09 · how two parts relate

Every part
was fine.

The other guides teach parts. This one teaches the space between them — because when a track fails it is almost never because a part was bad. It is because two good parts were in the same register, hitting the same steps, moving in the same direction, or spelling a chord nobody chose. Four relationships, four measurements. The first one is the reason a melody you already wrote can become twelve different pieces of music without changing a note.

nothing playing
Section 01 · interactive · the big one

Melody & harmony

The melody below never changes. Not one note, not one rhythm. All that changes is the four chords underneath it — and with them, what every single note is. The same C is a root, then a third, then a ninth, then a note that fights. Watch the labels on the notes change as you switch progression, and listen to the melody become a different piece of music.

Every note is labelled with what it becomes over the chord sounding beneath it. Green is a chord tone, cyan is a colour note, red is a note fighting the harmony.

—chord tones / colour / clash
Melody
Harmony
Chord tone — stable, lands Colour tone — 9th, 11th, 13th Clash — a semitone from a chord tone Chords
—

The thing to notice. A melody sitting on chord tones sounds resolved and slightly plain. The same melody where half the notes land on ninths and elevenths sounds expensive and slightly melancholy — and it is the identical melody. That is not a metaphor, it is what the label on each note is telling you. If a topline you wrote sounds ordinary, the fastest fix is almost never the melody.

How to actually use it: write the melody first, over one chord or none. Then try progressions underneath until the notes you emphasise — the long ones, the ones on beat one — land on the colours you want. A melody note held over a chord change is doing two jobs at once, which is why it is worth choosing the chord change to make it interesting rather than safe.

Section 02 · interactive

Part & part

Two parts either take turns or fight. The measurement is brutally simple: how many steps do both parts hit at the same time? Every collision is two sounds competing for one moment, and the fix is almost always to move one of them a 16th rather than to turn it down.

Red steps are collisions — both parts sounding at the same instant. Interlocking moves the second part into the gaps the first one leaves.

—collisions
Part B

The rule is one line: when one part plays, the other rests. Zero collisions is not the target — a few shared hits are how two parts sound like one band rather than two records. Under about 20% overlap reads as interlocking; over 50% reads as mud, and the number above tells you which side you are on before you have committed to a mixdown fighting it with EQ.

Try "Busy arp". Interlocking does nothing to it — it stays at 25% however you shuffle it, because a part playing on all thirty-two steps has no gaps to move into. That is the real lesson: you cannot interlock your way out of a part that is too dense. The offbeat stab goes from 100% collisions to zero; the busy arp has to lose notes instead.

Section 03 · interactive

Direction

Two lines moving up together sound like one thick line. Two lines moving in opposite directions sound like two independent voices, and the ear can follow both. This has been the core of counterpoint for four hundred years and it costs nothing to apply to a bassline.

Every transition between two notes is classified by how the parts moved relative to each other.

—contrary motion
Contrary — opposite directions Oblique — one part holds Similar — same direction Parallel — same direction, same interval

Parallel fifths and octaves are not a rule you must obey — dance music breaks them constantly and deliberately, because a bass and a lead moving in parallel fifths is one enormous sound rather than two. The point is knowing which you are making. If you want two voices, use contrary motion; if you want one giant voice, use parallel. Doing it by accident is the only mistake.

Section 04 · interactive

Register

The same four notes, at different octaves and spacings. Low intervals turn to mud not because of your monitors but because of physics — two notes close together in the bass register beat against each other faster than the ear can separate. There is a chart for this, and it has existed since orchestration textbooks.

Every interval in the voicing is checked against the low-interval limit — the pitch below which that interval stops being heard as harmony and starts being heard as noise.

—intervals below the limit

The practical version: a minor third is fine above roughly C3 and mud below it. A perfect fifth survives down to about B♭1, which is why power chords work in the bass and thirds do not. Below C3, use fifths, fourths and octaves; put your thirds and your extensions above it. Sources vary by a semitone or two, so treat the chart as a starting point and your ears as the arbiter.

IntervalLowest advisable rootApprox. frequencyBelow that
Section 05

Working rules

The four questions

  • Before you add a part, ask the four questions this page measures. What does it become against the harmony? Does it collide? Which way does it move? What register does it occupy?
  • Almost every "my track sounds amateur" problem is one of those four, and none of them are fixed by a plugin.
  • They are also the order to check in. Harmony first, because a note that fights cannot be mixed into working.
  • Two parts that pass all four will sit together with almost no EQ. That is the actual reward.

Reharmonisation as a writing method

  • Write the melody over nothing. A drone, a single chord, or silence. Then go looking for the harmony rather than deriving the melody from a progression you already had.
  • Melodies written over a progression tend to land on chord tones, which is why so many sound polite. Melodies written first land wherever they want, and the harmony has to catch up — that is where character comes from.
  • Change the chord under a held note rather than changing the note. Same melody, new meaning, no rewriting.
  • Keep a melody you like and try eight progressions before accepting the first that works.

Making two parts interlock

  • Write part two while muting part one and you will collide. Write it while listening to part one and you will not.
  • The gaps are the instruction. If the bass plays on the offbeats, the lead's home is the downbeats and the 16ths between.
  • Separate by register before you separate by EQ. An octave of distance does more than any filter.
  • Two parts in the same register with the same rhythm need one of them deleted, not automated.

Diagnosis

  • "The melody sounds boring" — check the function labels. If they are all green, that is why. Reharmonise so some land on colour tones.
  • "It sounds cluttered but nothing is loud" — collisions. Count them before you touch a fader.
  • "The bass and lead sound like one part" — parallel motion. Invert one contour.
  • "The chords are muddy" — the voicing is below the low-interval limit. Move the bottom two notes up an octave before EQing anything.
  • "Something sounds wrong and I cannot find it" — a melody note is a semitone from a chord tone somewhere. The red labels find it in seconds.

Parts are easy; relationships are the craft. Anyone can write a decent bassline in ten minutes — the other guides in this set will get you there. What separates finished-sounding music from a folder of loops is that every part was written with knowledge of what it would be sitting next to. That is a habit rather than a technique, and this page exists to make the habit measurable.

All audio synthesised live. Harmonic function labels use a simplified chord-scale classification; the low-interval limits are the standard orchestration guideline and vary slightly between sources.