Sundtempest

Reporting, analysis, and opinions on the latest trends and developments in the music industry.

Posts Tagged ‘Licensing’

Licensing at Work: zircon Music Placed in ‘Heroes’

My guide on “How to Make Money from Music Licensing” has been pretty popular since it was first posted. However, if you’re not convinced that the methods I’ve written about are legit, here’s a bit of proof - last night, my song “Warhead” (from Antigravity, also on iTunes) was used as source music on the primetime NBC television show ‘Heroes’.

Source music refers to music that is actually heard by the characters of a TV show or movie. For example, in this case, “Warhead” was used in a club scene, making it seem like the characters on-screen were actually dancing to and talking over it. On the other hand, a sad violin melody that plays when a character falls off the cliff, when there is no actual source for that music on-screen, is not source music.

This placement was achieved through a non-exclusive music library. Ironically, I didn’t see the show when it first aired last night, and would not have heard about it for months (due to reporting and payment delay) were it not for fans telling me about it. I can’t speak to how much the placement is worth, either, but as it was used for nearly a fully minute on primetime television on network TV, it will undoubtedly be substantial.

Do you think your music could end up somewhere on TV? It probably could! Read my licensing guide and find out more.

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Record Industry Wants More Money From Music Games

It’s hard to read about the video game industry without noticing the massive success of current-generation music games such as Guitar Hero and Rock Band. Even considering their recent decline in sales, the relatively small handful of games in this genre have produced overwhelming sales, appealing to a mass market of would-be musicians normally untapped by the game industry.

Not surprisingly, both the recording and music publishing industries have experienced a sort of halo effect from the success of music games. Songs that appear in popular music games typically receive massive sales boosts, sometimes on the order of 100-200%. This effect really can’t be understated - Aerosmith, who had an entire Guitar Hero game featuring their music, has reportedly earned more money from sales of said game than any of their actual albums.

On top of this effect, labels and music publishers are compensated for the use of their music in games. A master use license is required from a record label to synchronize or edit any music in an audiovisual production (like a video game) and a synchronization license is required from a music publisher as well. These licensing fees are essentially free money for labels and publishers. While the manufacture, distribution, and retail sale of physical CDs requires a huge amount of overhead (not to mention radio promotion, video production, touring, etc.), licensing deals do not require any additional work from the licensors.

However, it seems like these fees are just not high enough for some players in the music industry, like Warner Music Group, whose CEO Edgar Bronfman believes his record label and publishing company are not receiving enough money for the use of their catalog. If music game developers don’t acquiesce to his demands for more money in future titles, Bronfman says he won’t be willing to license for them.

Does any of this sound familiar to anyone? For a company that isn’t doing well now, Warner sure seems to be going out of its way to actually lose even more money.

Why the Music Industry Hates Guitar Hero [Wired]

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