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This page details how to author the standard 5-lane charts for Guitar and Bass to played with a 5-button guitar controller.
These are authored in the “PART GUITAR” and “PART BASS” tracks.
Charting Guitar (and from here on out Bass by implication) for Rock Band consists of creating a rough representation of the actual guitar part in the audio across the 5 button layout. The idea is to make it *feel* like you're playing a real guitar despite jamming out on a piece of plastic.
To start with, you'll want to have some experience playing the game yourself, preferably on Expert as you always wanna start with authoring the Expert chart. You can also look at how songs have been charted officially and in customs before for inspiration, though be aware that the standards for what constitutes a good chart keeps evolving over the years and is very different between games.
Lastly, you'll want to look into the basics of how a guitar is played and some very basic music theory before beginning. Also, make sure your song is tempomapped properly before you start charting, or you'll waste lots of time trying to fix that later.
Some of these will be explained in greater detail later.
On the bottom of the MIDI editor window there are additional options next to the play button:
Will add pictures
The hardest difficulty, and the part that should try and be as close as possible to the real song in terms of note density and rhythm. You want it to feel as close to playing the real thing as possible within the limitations of the game itself and the engine. Here are some of the basics to keep in mind:
All 2-note chords are allowed on Expert.
3-note chords are also allowed, with the exception of any 3-note chord that has both a Green and a Orange note in it (G-R-O, G-Y-O and G-B-O)
Hard is very BPM-dependent on when it comes to note density. In general you'll want to have it mostly be 8th notes, but how many 8th notes per measure vary wildly between BPMs:
For extremely high and low BPMs:
The reason we say “approximately” to the ammount of notes per measure is that it doesn't have to just be straight 8ths; try and reduce the part to keep the rhythm of the song intact. For example, if a song has a groovy riff that syncopates and moves around in different ways, representing that in a simplified form will feel better to play, and will help lower level players develop and practice more complex rhythms in a safe environment.
All 2-note chords except for Green-Orange chords are allowed on Hard.
No 3-note chords on reductions.
Only 2-note chords without a lot of hand stretching required on Medium, meaning no Green-Blue chords for example.
No 3-note chords on reductions.
Absolutely no chords should be on Easy.
Sustained notes needs a small gap at the end of it before a new note is played, which differs between difficulties. At most normal tempos (between 90bpm and 180bpm-ish) you'll want those gaps to be these lengths:
This is done for the sake of gameplay. If the end of a sustain tail is touching the next note, it looks disorienting in-game as their graphics somewhat bleed into each other. It can also mess with audio and points if you don't have the time to move your hand to the next note, something that's a common issue with for example Guitar Hero charts. The bigger gaps on reductions are simply to make it easier for lower level players.
The BPM of the song can affect how big the sustain gap should be. Here are some general advice for common confusing situations:
If the song is somehow even slower or faster, feel free to experiment further. Just make sure it will look good in-game and won't make gameplay worse.
Here is how to make sure your character animates correctly on-stage. If not authored they will automatically be set to the default play animations for the entire song and never move their left hand, which often looks very odd.
Determines what animation pool to use for the character:
This changes how the fretting hand is animated:
If you're unsure which one to pick, keeping it to Default is usually fine, and then change it to Solo during a solo or DropD2 during a chugging riff, for example.
Bass only; this determines which type of strums the bassist will use:
Its often a good idea to look up live footage to see which technique the bassist of the band uses IRL if you're unsure which one to pick. For songs with programmed synth bass, we recommend SlapBass.
The MIDI notes below the actual charted notes at lanes E1 to B2 determines where your character's hand is on the guitar neck, with E1 being the lowest near the head of the guitar and B2 being the highest near the body of the guitar.
Be sure to leave gaps between the end and beginning of left hand position notes, or else the character's hand will awkwardly jerk between notes. Note length doesn't matter as long as notes aren't touching in Rock Band 3, though the hand will slide immediately when there is a gap in Rock Band 2.
A lot of movement is also automatically animated based on the Expert chart, so if a riff or solo pattern is playing different notes across different strings you don't need to change the left hand position any during it.
It is impossible to make a 1:1 representation of how this would look when playing the song IRL, so don't worry about that. Just try your best to make it look convincing enough. A simple left hand position animation is better than none at all.
This section contains further explanations on how to handle things like HOPO forcing, solo markers, and the like:
Notes will usually become Ho/Po's by themselves if it is a 16th or closer next to another note and isn't a chord. However, sometimes you'll want to force a note to either be a Ho/Po or remain a strummed note. To do this, either put a “Force HOPO Off” or “Force HOPO On” note at the same time as the note you wanna affect.
Some common uses for forcing Ho/Po's on:
Some common uses for forcing Ho/Po's off:
Be sure to not overdo forcing; if everything is a Ho/Po or a strum willy nilly it can make the song less fun to play. Also remember, realism isn't always the best way to go if it makes the song less fun to play.
Ho/Po forcing is only allowed on Expert and Hard, as you want to avoid Ho/Po notes all together on Medium and Easy.
If the song has a guitar or bass solo, or anything solo-like such as a section with fast tapping or a particularly tasty lead, you can mark it as a solo section with the “Solo Marker” MIDI note. When you do this, some special things will happen:
To mark a section of the chart as a solo, simply put a MIDI note that covers all the notes you want to be part of the solo section in the “Solo Marker” note field.
Be sure to not have a solo marker too close to a BRE, another solo marker or the end of the song. If the game doesn't have time to show you the solo bonus results, which takes a couple of seconds, it will glitch out and not give you the bonus, making the song artificially harder to get a high star ranking on.
Trill lanes are meant to make trills, a series of two different notes repeated in rapid sucsession, easier to play when they're covered by the “Trill Marker” MIDI note. HOWEVER, the hitboxes for them are bugged, and as such it should only be used once in a blue moon if a trill is so fast it would be unfeasable to hit it otherwise.
To make them work somewhat, make sure to implement them like this:
Unnecessary trill lanes have ruined a lot of charts, including several official HMX releases. Treat working with them as working with nitroglycerine; be careful and know what the hell you are doing or else it might be catastrophic.
Tremolo lanes are meant to make sections of very fast, sloppy strumming on the same fret easier to play when they're covered by the “Tremolo (Strumlane)” MIDI note. HOWEVER, the hitboxes for them are bugged, and as such it should only be used once in a blue moon if there is a extended stretch of fast strumming with no beat or rhythm to it.
To make them work somewhat, make sure to implement them like this:
Unnecessary tremolo lanes have ruined a lot of charts, including several official HMX releases. They should be used even more sparingly than trill lanes, meaning 99% of the time do not use these.
This section contains some additional advice on charting that might come in handy sometimes:
Grace notes is when you strum a note, then quickly slide or hammer-on to another fret to make it sound like one note with a bent pitch. While often realistically charted as 32th notes on a straight grid, we recommend charting them as 16th on a triplet grid to account for how strict the Rock Band engine is.
A common confusion is how to handle authoring harmonic notes; very high pitched notes created via holding your hand barely on the string over one of the bands on the guitar and then strumming. It is very easy: treat them as normal notes. In most cases you'll want to keep them strummed and as single notes, unless they actually are chords (for example the verse riff in Roundabout by Yes).
Sometimes the guitarist creates the harmonic with their strumming hand and then bends the string or uses a whammy bar to create a effect that sounds like a fast trill. In those cases, chart it either as a grace note, sustain or a trill depending on if it will make the song more fun or not. Remember; more difficult doesn't always equal more fun.