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Area of study 3: Music for media

This optional area of study examines music written to accompany the moving image and interactive media - film, television and video games. AQA studies it through named composers (such as Bernard Herrmann, Hans Zimmer and Nobuo Uematsu) whose scores exemplify the craft; because those names rotate across specification cycles, this topic teaches the functions and techniques of screen and game scoring rather than particular set cues, so that a candidate can analyse whichever works their specification names.

5 sections·~24 min reading time·3 competencies·Level Foundation 1 · Standard 3 · Advanced 1

T·0444 / 11
Exam profile
AO3 · Analyse and appraise screen and game music using the elements of musicAO3 · Understand the functions of media music and the techniques composers use to serve the image and dramaAO3 · Make evaluative judgements about media music and compare it with other styles
Operators:identifydescribeanalyseexplaincompareevaluate

basic level

AS-Level expects recognition of the main functions of media music and techniques such as leitmotif and underscore.

higher level

The full A-Level requires detailed analysis of how music serves the image and drama, and comparison with the other areas of study.

Depth

Reading depth: In depth

Text

Text size: Standard

Contents · 5 sections▾
  1. Area of study 3: Music for media
    • 01The area of study: scoring for the moving image○
    • 02The functions of media music◐
    • 03Scoring techniques◐
    • 04Instrumentation, texture and technology◐
    • 05Analysing music for media for the exam●
§ 01

The area of study: scoring for the moving image#

●○○FoundationLPAQA 7272 Area of study 3 (Music for media)LPDfE GCE Music subject content

The functions of media music

Functions of media musicProbability tree, 5 paths, Data: Mood & atmosphere → harmony, timbre, dynamics set the feeling; Character → a theme or sound identifies a person; Place & time → instrumentation evokes a setting or era; Pace & tension → tempo, rhythm, dissonance drive drama; Structure → music signposts scenes and transitionsMood & atmosphereCharacterPlace & timePace & tensionStructureMedia music serves the image byharmony, timbre, dynamics set the feeli…a theme or sound identifies a personinstrumentation evokes a setting or eratempo, rhythm, dissonance drive dramamusic signposts scenes and transitions
Fig. 1Media music serves the image in several functions - mood, character, place and time, pace and tension, and structural signposting - all achieved through the elements.

Key points

Music for media is functional music: it exists to serve something else - a film, a television programme, a video game - rather than to stand alone in a concert. This purpose shapes everything about it, and it is the key to analysing it. A film cue is written to fit a particular scene, to enhance the images and drama, and to guide the audience's response, so the central analytical question is always not just 'what is the music doing?' but 'what is it doing for the moving image?' AQA studies the field through named composers whose scores exemplify the craft, including figures such as Bernard Herrmann, Hans Zimmer and Nobuo Uematsu; because AQA rotates these across cycles, study the composers named in your own specification and apply the general method here.
The area spans several media, each with its own conventions. Film scoring is the classic case - orchestral or electronic music underscoring the drama, from the symphonic tradition to modern hybrid and electronic scores. Television music includes theme tunes, incidental scoring and the distinctive demands of series and genre. Video-game music is distinctive because it is interactive and often non-linear: the music must respond to the player's actions and may need to loop indefinitely or adapt in real time, which raises compositional problems film does not face. Recognising which medium a piece belongs to, and its particular demands, is part of the study.
Media music is analysed with the standard elements, but the emphasis falls on how those elements are chosen to fit the image and the moment. Instrumentation and timbre set atmosphere and place (a lone oboe for loneliness, low brass for menace, synthesisers for the future); tempo and rhythm control pace and tension; harmony and tonality colour mood (consonance for safety, dissonance for danger, a major-minor shift for a turn in the story); dynamics build and release; texture and register create space or claustrophobia. The composer is using the whole palette of the elements as dramatic tools, and analysis means reading each choice as a response to what is on screen.
Because the music is inseparable from the image, context in this area means the narrative and dramatic context - what is happening on screen, what the audience should feel, how the scene functions in the story. You do not need to have seen the specific film or played the specific game to analyse an extract, but you must think about the kind of scene the music is written for (a chase, a love scene, a moment of dread, a triumphant arrival) and how the music serves it. In the exam, questions and extracts will point you toward this dramatic function, and strong answers keep the relationship between music and image at the centre.
The following sections build the analytical toolkit for this area: the functions media music performs, the specific techniques composers use (leitmotif, underscore, diegetic and non-diegetic sound and more), and the role of instrumentation and technology, before drawing it together for the exam. Throughout, remember that this is applied, purposeful music, and that its artistry lies precisely in how effectively it uses the elements to shape an audience's experience of a story - which makes it a compelling subject for both close analysis and the comparative essay.
Worked example

Reading a cue as a response to a scene

A cue uses low, sustained strings, slow tempo, dissonant harmony and a quiet dynamic that gradually swells. What kind of scene does it serve, and how?

  1. 01Read the timbre and register

    Low, sustained strings in a dark register create an ominous, heavy atmosphere - a sound of unease rather than comfort.

  2. 02Read the tempo and harmony

    The slow tempo and dissonant harmony build a sense of dread and instability, signalling that something is wrong or threatening.

  3. 03Read the dynamic shape

    The quiet start with a gradual swell (crescendo) builds tension toward an expected event or reveal.

  4. 04Infer the function

    This is underscore for a scene of suspense or dread - a slow build-up before a threat or shock - the music using low timbre, slow tempo, dissonance and a swell to manipulate the audience's anticipation.

Result: The cue is analysed by reading each element (timbre, register, tempo, harmony, dynamic shape) as a deliberate response to a suspenseful scene - the core method of media-music analysis, always relating sound to dramatic function.

Exam focus

  • Always analyse media music in relation to the image and drama - ask what each musical choice does for the moving image.
  • Recognise the medium (film, television, game) and its particular demands, especially the interactivity of game music.

Typical mistakes

  • Analysing a cue as if it were absolute concert music, ignoring its function of serving a scene and guiding the audience.
  • Treating all screen media the same and missing the special demands of interactive game music (looping, real-time adaptation).

Active revision

Take a film or game cue you know and write two sentences: one describing its main musical features (instrumentation, tempo, harmony, texture) and one explaining what it does for the scene it accompanies.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for music (Department for Education)

§ 02

The functions of media music#

●●○StandardLPAQA 7272 Area of study 3 (functions)LPDfE GCE Music subject content

Key points

Media music performs a set of recognisable functions, and naming the function a cue serves is central to analysis. The most fundamental is setting mood and atmosphere: the music tells the audience how to feel about a scene - tense, romantic, joyful, melancholy, frightening - often more directly than the images alone. This is achieved mainly through harmony and tonality (major/minor, consonance/dissonance), timbre and instrumentation, tempo and dynamics. Because mood-setting is so pervasive, almost every cue can be analysed for how it establishes atmosphere, and this is usually the first function to identify.
A second key function is characterisation and identification: music can represent a character, place, object or idea, most powerfully through a leitmotif (a recurring theme associated with something specific), but also through a signature instrument or sound. When the theme returns, the audience is reminded of what it represents, and the composer can transform it to show change. Related to this is the function of establishing place and time: instrumentation, scales and styles evoke a geographical setting (an ethnic instrument or mode for a particular culture) or a historical period (a harpsichord for the eighteenth century, synthesisers for the future), locating the story for the audience.
A third function is controlling pace, tension and physical action. Music paces a scene - fast tempi and driving rhythms for a chase, slow music for a still moment - and builds and releases tension through dynamics, dissonance, register and ostinato. It can also synchronise closely with on-screen action: mickey-mousing is the technique of matching musical gestures precisely to physical movements (a rising scale as a character climbs, a stinger chord as something strikes), a device especially associated with animation and comedy. Recognising when music is driving the pace, ratcheting tension, or hitting the action is a precise analytical observation.
A fourth function is structural: music signposts and shapes the narrative. It can mark the opening and closing (title and end-credit music), articulate transitions between scenes, provide continuity across a montage or a cut, and give a film or show a recognisable sonic identity (a memorable main theme). In television especially, the theme tune establishes the programme's identity and returns each episode. Music can also foreshadow (hinting at something to come) or comment on the action (ironically undercutting or reinforcing it). These structural and narrative functions show music working at the level of the whole work, not just the individual moment.
In practice a single cue usually performs several functions at once, and the richest analysis identifies this layering. A chase cue might simultaneously set a tense mood, drive the pace, hit specific actions, and state a character's leitmotif in an agitated form. So when you analyse a cue, ask which functions it is serving and how each is achieved through the elements, rather than settling for one label. Being able to name the functions precisely - mood, character/identification, place and time, pace and tension, action synchronisation, structure and narrative comment - and tie each to specific musical features is what turns a description of a cue into an analysis of how it works for the drama.
Worked example

Identifying the layered functions of a cue

During a chase, the music is fast and driving, features a recurring heroic theme in an agitated form, and lands a loud accented chord exactly as the hero leaps. Analyse its functions.

  1. 01Pace and tension

    The fast tempo and driving rhythm pace the chase and build excitement and tension - the music propelling the action forward.

  2. 02Characterisation

    The recurring heroic theme (a leitmotif) identifies the hero, and presenting it in an agitated, fragmented form shows the character under pressure.

  3. 03Action synchronisation

    The loud accented chord landing exactly on the leap is mickey-mousing - synchronising a musical gesture with the physical action for impact.

  4. 04Combine the reading

    The cue serves several functions simultaneously - pacing, characterisation and action-hitting - which is typical, and the analysis names each and its musical means.

Result: The cue is analysed by identifying its several simultaneous functions - pace, characterisation via an agitated leitmotif, and mickey-moused action - each tied to a specific musical feature, showing the layered work media music does.

Exam focus

  • Name the function(s) a cue serves - mood, character/identification, place and time, pace and tension, action, structure - and tie each to specific elements.
  • Recognise that a single cue usually performs several functions at once, and analyse the layering rather than settling for one label.

Typical mistakes

  • Identifying only mood and stopping there, missing the cue's other functions (characterisation, pacing, action-hitting, structural signposting).
  • Naming a function without evidencing it - saying music 'builds tension' without pointing to the tempo, dynamics, dissonance or ostinato that do so.

Active revision

Choose one cue and list every function you can hear it performing; for each function, name the specific musical feature (element) that achieves it.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for music (Department for Education)

§ 03

Scoring techniques#

●●○StandardLPAQA 7272 Area of study 3 (techniques)LPDfE GCE Music subject content

Diegetic and non-diegetic music

Diegetic vs non-diegeticVenn diagram with 2 sets, Diegetic (in the story), Non-diegetic (for the audience)Diegetic (in the story)Non-diegetic (for the audience)source musicunderscorecrossing over
Fig. 2Diegetic music has a source within the story world; non-diegetic music is added for the audience; composers sometimes deliberately cross the boundary between them.

Key points

The leitmotif is the most important single technique in screen scoring and a favourite of examiners. A leitmotif is a short, memorable musical idea - a theme, motif, chord or sound - firmly associated with a specific character, place, object or idea, so that whenever it sounds the audience is reminded of what it represents. Its power comes from recurrence and transformation: the same motif can be varied in key, tempo, instrumentation, harmony, dynamics or texture to reflect the changing situation of what it represents - stated nobly when the hero triumphs, in the minor and fragmented when the hero is defeated, distorted when the character is corrupted. Tracing a leitmotif's appearances and transformations across a work is a classic analytical exercise, descended from the symphonic tradition and from opera.
Underscore is the term for music that plays under dialogue or action to support a scene without drawing attention to itself - the pervasive background scoring that shapes mood and continuity. Good underscore is often unobtrusive, sitting below the dialogue in register and dynamic, using sustained textures and avoiding distracting melodic activity, yet doing crucial work in guiding the audience's feeling. Recognising underscore, and describing how it stays out of the way (low dynamics, sustained or ostinato textures, register kept clear of the voice) while still setting mood, is a useful analytical point, and it contrasts with foreground music that the audience is meant to notice.
A crucial conceptual distinction in all screen music is between diegetic and non-diegetic sound. Diegetic music exists within the world of the story - the characters can hear it, because it has a visible or implied source in the scene (a band playing, a car radio, a character singing). Non-diegetic music comes from outside the story world - the underscore that the characters cannot hear, added for the audience's benefit. Most film scoring is non-diegetic, but composers and directors play with the boundary: music can begin diegetically and become non-diegetic (or vice versa), or a source-scored song can double as commentary. Identifying whether music is diegetic or non-diegetic, and noticing when a cue crosses the line, is a distinctive and examinable feature of this area.
Several further techniques are worth naming. Mickey-mousing (matching music tightly to on-screen movement) has already been met. A stinger is a sudden, sharp musical accent (often a dissonant chord) used to shock or to punctuate a dramatic reveal. An ostinato - a short repeating pattern - is much used to build tension, sustain momentum or create a mechanical or relentless feel. Source scoring, a click track and tight synchronisation to the picture, temp tracks, and the use of silence (dropping the music out for impact) are all part of the screen composer's craft. Knowing these terms lets you describe precisely what a composer is doing rather than reaching for vague language.
For analysis, listen for these techniques and explain their dramatic purpose. Is there a leitmotif, and how is it transformed? Is the music underscore, sitting below the action, or foreground? Is it diegetic or non-diegetic, and does it cross the boundary? Are there stingers, ostinati or mickey-moused hits? Naming the technique is only half the task; the other half is explaining what it achieves for the drama - the leitmotif reminding us of a character and showing their fate, the ostinato building relentless tension, the stinger delivering a shock. This pairing of technique and dramatic effect is the substance of a strong media-music answer.

How a leitmotif works

The leitmotif techniqueGraph, A memorable motif → Bound to a character / idea, Bound to a character / idea → Recurs when it appears, Recurs when it appears → Transformed to show changeA memorablemotifBound to acharacter /ideaRecurs when itappearsTransformed toshow change
Fig. 3A leitmotif is a motif bound to a character or idea; it recurs to remind the audience, and is transformed to reflect changing dramatic circumstances.
Worked example

Explaining a leitmotif transformation

A hero's noble theme, first heard on full brass in a major key, returns late in the film played slowly and quietly on a solo instrument in the minor. Analyse the transformation.

  1. 01Recall the original

    The theme was first stated on full brass in a major key at a loud dynamic - a bold, triumphant, heroic presentation.

  2. 02Describe the changes

    It now returns transformed: slow instead of energetic, quiet instead of loud, solo instrument instead of full brass, and minor instead of major.

  3. 03Read the meaning

    Each change reverses the heroic character - the minor key and quiet solo scoring make the theme sound defeated, mournful or diminished, reflecting a low point for the hero.

  4. 04State the technique's effect

    The same leitmotif, transformed in tonality, dynamics, tempo and instrumentation, tells the audience how the hero's fortunes have changed without a word - the narrative power of the technique.

Result: The transformation is analysed by comparing the original and altered statements element by element and reading the changes as narrative meaning - showing how a leitmotif carries the story through musical variation.

Exam focus

  • Trace a leitmotif's recurrences and transformations, and explain what each transformation shows about the character or idea it represents.
  • Distinguish diegetic from non-diegetic music, and identify underscore, stingers, ostinati and mickey-mousing, always pairing the technique with its dramatic purpose.

Typical mistakes

  • Confusing diegetic and non-diegetic - diegetic music has a source the characters can hear; non-diegetic underscore is for the audience only.
  • Naming a technique (a leitmotif, an ostinato) without explaining what it does for the drama.

Active revision

For one screen work, trace a leitmotif through two or three appearances and describe how it is transformed each time and what the transformation conveys; then find one clearly diegetic and one non-diegetic use of music.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for music (Department for Education)

§ 04

Instrumentation, texture and technology#

●●○StandardLPAQA 7272 Area of study 3 (instrumentation and technology)LPDfE GCE Music subject content

Key points

Instrumentation and timbre are among the screen composer's most powerful tools, because the choice of sounds instantly sets atmosphere, place and character. The symphony orchestra remains a staple - its huge range of colours can conjure grandeur, tenderness, terror or triumph - and particular instruments carry associations (strings for emotion, brass for heroism or menace, woodwind for pastoral or delicacy, percussion for action and impact, a solo instrument for intimacy or loneliness). Beyond the orchestra, ethnic and folk instruments evoke specific cultures and places, and unusual or extended techniques create distinctive effects. Analysing a cue's instrumentation means naming the forces and explaining the atmosphere and associations they create.
Since the later twentieth century, electronic and hybrid scoring has transformed media music, and understanding technology is essential in this area. Synthesisers can create entirely new timbres and vast, powerful soundscapes; sampled and virtual instruments allow a composer to realise orchestral and other sounds in the studio; electronic processing shapes and layers sound; and many modern scores blend a live orchestra with electronic elements into a hybrid sound-world. Composers such as Hans Zimmer are known for large-scale hybrid orchestral-electronic scoring. Recognising electronic and hybrid textures, and describing how technology creates a cue's sound-world, is a key part of analysing contemporary media music.
Texture and register are used deliberately to create space, weight and tension. A sparse texture (a single line or a thin accompaniment) can convey emptiness, isolation or delicacy; a dense, full texture conveys grandeur, chaos or overwhelming force. Register matters too - very low sounds feel heavy, ominous or powerful; very high sounds can feel tense, fragile or ethereal. Devices such as ostinato (a repeating pattern building relentless momentum), pedal notes (a sustained bass under changing harmony creating tension or stability) and drones are common textural strategies. Reading a cue's texture and register as dramatic choices - not just noting how many instruments play - is what the analysis requires.
Video-game music raises distinctive technological and compositional issues because it is interactive and often generative. Unlike a film cue, which accompanies a fixed sequence of images, game music must respond to unpredictable player action: it may need to loop seamlessly for as long as the player stays in a location, to layer up or strip back (adaptive or vertical layering) as tension rises, or to switch between musical states (horizontal re-sequencing) as the game situation changes. Early game music was also shaped by the severe technical limits of the hardware (a handful of simple synthesised voices), which produced its own distinctive chiptune aesthetic; composers such as Nobuo Uematsu wrote memorable, hummable themes within these constraints. Recognising the demands of interactivity is part of analysing game music.
For the exam, describe instrumentation, texture, register and technology precisely and relate them to function. Name the forces (orchestral, electronic, hybrid, ethnic instruments); describe the texture and register and what they create; identify electronic or hybrid techniques and any interactive/looping features in game music; and explain how these sonic choices serve the mood, place, character or action. Because media music exploits timbre, texture and technology so vividly and so purposefully, this area offers a strong contrast with the more fixed instrumentation of the classical tradition, and its use of the studio and electronics connects it to the production concerns of pop - both useful lines for the comparative essay.
Worked example

Analysing adaptive game music

In a game, the exploration music is a calm, looping theme; as enemies approach, extra percussion and driving strings are layered in without changing the underlying music. Explain what is happening.

  1. 01Identify the base state

    The exploration music is a calm theme designed to loop seamlessly for as long as the player explores, so it must be unobtrusive and endlessly repeatable.

  2. 02Identify the change

    As danger approaches, extra layers - percussion and driving strings - are added on top of the same underlying music, raising the intensity.

  3. 03Name the technique

    This is adaptive (vertical) layering: the music responds to the game state in real time by adding or removing layers over a constant base, rather than switching to a wholly new cue.

  4. 04Explain the purpose

    Interactivity requires the music to react to unpredictable player action; layering lets it intensify smoothly to match rising tension while remaining seamless - a demand film scoring does not face.

Result: The example is analysed by recognising the looping base state, the layered response, and the technique of adaptive layering - demonstrating the distinctive interactive demands that set game scoring apart.

Exam focus

  • Name a cue's forces (orchestral, electronic, hybrid, ethnic) and explain the atmosphere, place and character its timbre creates.
  • Recognise electronic and hybrid scoring and the interactive/looping demands of game music, relating each sonic choice to its dramatic function.

Typical mistakes

  • Listing instruments without explaining the atmosphere or associations they create, or missing electronic and hybrid elements.
  • Treating game music like film music and overlooking the special demands of interactivity (seamless looping, adaptive layering).

Active revision

Take one orchestral cue and one electronic or game cue; for each, describe the instrumentation, texture and register, and explain what sound-world it creates and how technology (if any) shapes it.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for music (Department for Education)

§ 05

Analysing music for media for the exam#

●●●AdvancedLPAQA 7272 Area of study 3 (listening and analysis)LPDfE GCE Music subject content

Key points

Bringing the tools together, analysing media music for the exam means reading a cue as a deliberate response to the image and drama. A full analysis identifies the elements at work - instrumentation and timbre, harmony and tonality, tempo and rhythm, dynamics, texture and register - names the techniques in play - leitmotif, underscore, diegetic or non-diegetic, mickey-mousing, stingers, ostinato - and, crucially, explains the function each serves for the moving image. The distinctive discipline of this area is that every observation should connect the music to what it is doing dramatically; a description of the sound that never reaches the drama is only half an analysis.
Because you may not know the specific film or game, learn to infer the dramatic situation from the music and any given context. The exam extract or question will usually indicate the kind of scene, and the music itself signals its function: dread music, chase music, love-scene music and triumphant music have recognisable features. Your task is to describe those features precisely and to reason from them to the function - 'the dissonant, low, slowly swelling texture indicates a scene of suspense, building toward a threat'. This inference from musical features to dramatic function is the analytical heart of the area.
Stylistic awareness of the studied composers strengthens answers. Knowing the characteristic approaches of the composers in your specification - a composer's orchestral idiom and use of leitmotif, another's hybrid electronic style, another's melodic game themes - lets you place an extract and comment on how it exemplifies a style or tradition of scoring. Screen music also has its own history (the symphonic golden-age tradition, the rise of electronic and hybrid scoring, the development of adaptive game audio), and locating an extract within that history adds valuable context.
The comparative essay is well served by media music because its functional, image-serving nature contrasts sharply with concert music. You might compare how media music and classical music use leitmotif or recurring themes (screen scoring inherits the technique from opera and the symphonic tradition); how each uses instrumentation and timbre; how media music's electronic and hybrid textures compare with pop production or with the fixed orchestration of the classical tradition; or how the demands of serving an image shape media music differently from music written to stand alone. A comparison built on one such element, with specific evidence from each style, makes a strong essay.
In summary, media music rewards a candidate who can hear a cue's elements and techniques, name them precisely, and - above all - explain what they do for the image and drama, while relating the cue to its composer's style and the history of screen scoring. This is applied, purposeful music whose artistry lies in its effectiveness, so evaluation (how well the music serves the scene) is a natural and valued part of the analysis. Keep the relationship between music and moving image at the centre of every answer, and the area becomes one of the most rewarding to appraise and to write about comparatively.
Worked example

Comparing recurring-theme technique across areas

An essay asks you to compare the use of recurring themes in media music and in the classical tradition. How do you approach it?

  1. 01Choose the comparative point

    Organise the essay around one element - the use of a recurring theme - discussing media music and classical music together rather than separately.

  2. 02State the parallel

    Both use a recurring theme for unity and meaning: the film leitmotif returns to signify a character, and the Baroque ritornello (or a Classical sonata theme) returns to unify a movement.

  3. 03State the difference

    The leitmotif returns to serve an external narrative and is transformed to track a character's fate; the ritornello returns in different keys to articulate musical structure, its purpose internal to the music.

  4. 04Evidence and judge

    Cite a specific leitmotif transformation and a specific ritornello return, and judge that both achieve coherence through recurrence but toward different ends - dramatic meaning versus formal structure.

Result: The comparison is built on one element (recurring themes) discussed across both areas with specific evidence and a purpose-based judgement - the thematic, evidenced structure a strong comparative essay needs.

Exam focus

  • Produce a full analysis that names the elements and techniques and explains the dramatic function each serves for the image.
  • Infer the dramatic situation from the music, relate a cue to its composer's style, and build comparisons on a single element across media and other areas.

Typical mistakes

  • Describing a cue's sound without connecting it to the dramatic function it serves - the essential move in this area.
  • Neglecting evaluation, when the effectiveness of the music in serving the scene is exactly what strong media-music analysis judges.

Active revision

Plan (do not fully write) a comparison of how media music and one classical strand use recurring themes: state the essential parallel and difference (leitmotif transformation versus, say, thematic recurrence in ritornello or sonata form) with one example from each.

Active recall

Recall the key points — then reveal.

Sources: AQA AS and A-level Music (7271 / 7272) specification (AQA)

Contents

Section -- / 05

    • 01The area of study: scoring for the moving image○
    • 02The functions of media music◐
    • 03Scoring techniques◐
    • 04Instrumentation, texture and technology◐
    • 05Analysing music for media for the exam●

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Area of study 3: Music for media

Reinforce this topic with matching tasks from the question bank.

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References & sources

Sources

Department for Education

  • GCE AS and A level subject content for music

AQA

  • AQA AS and A-level Music (7271 / 7272) specification

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