| Vocals | Harmonies |
WORK IN PROGRESS!
This page details how to author the solo vocal chart for Vocals, played using a microphone. For the authoring of multi-part harmonies, check its own page.
This should be charted in the “PART VOCALS” track.
Charting Vocals means transcribing a pitch-accurate MIDI tab of the actual vocals in the song, as well as adding lyrics to go along with it. For the most part this is a very objective process, meaning you rarely have to wrap anything.
As well as MIDI notes, some things are controlled via additional text events in the lyrics, such as adding vocal slides or creating unpitched “talkie” notes when necessary.
You'll want to look up 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.
Before you begin authoring, you'll want a soloed out vocal stem in your project to make it easier to hear what's going on, and to be able to visually see the waveform as a reference for how long notes should be. Check out the page about audio for more info.
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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:
While vocal authoring is pretty self-explanatory for the most part, here are some things you got to keep in mind:
Probably needs a rewrite, words are hard
Just as important as the note tubes themselves are of course the lyrics to the song. These are authored via text events, and attached to the start of the MIDI notes.
To author lyrics, we recommend first looking up the lyrics on the web, such as genius.com or the artist's website, then copying it all into a notepad document. From here, format the lyrics for the game (more info below) and then import it as so:
If you did it correctly, the lyric events will now all be synced up with your MIDI notes so you don't have to add each one manually. If something looks off after importing, simply undo the import, edit and save your notepad document, and then re-import it until it's all fixed up.
Before putting them in the chart, you need to format your lyrics to fit with the notes:
If a word has more than 1 syllable in it, meaning it contains more than 1 note, you'll have to split it up with a - to make it appear properly in-game. First write the first half of the word, add a dash at the end of it, and then have the second half of the word afterwards with a space between.
For example: Hel- lo
When done, it will appear as “Hello” without the dash in the in-game lyrics for static vocals.
Some words can be pronounced as either 1 or 2 syllables, such as “fire”. In those cases, pay attention to how it is pronounced in the song itself and use your best judgement if it should be split into 2 syllables or not.
Sometimes you'll want the dash to appear in-game, like with the word “in-game” right there. To do this, simply use a = instead of a dash.
For example: Ex= boy- friend
This will now appear as “Ex-boyfriend” in the static vocals lyric viewer. If you're unsure if something should be hyphenated or not, check out some online dictionaries and the like. - - -
A common singing technique is changing the pitch of a note while singing.
To chart this, first put in the starting note with the lyric being sung. Then, have this first note end exactly where the slide to the next note should start.
Then, put a note where the slide ends, and have the lyric for it be a single “+” sign. If done correctly, this will now create a playable link between them.
If a note is talked, growled, rapped or otherwise performed in a way where there is no pitch, you wanna turn it into a talkie note.
To turn a note into a talkie, add a # or a ^ sign to the end of the lyric. For example “Hey#” or “Ho^”. The MIDI note pitch doesn't matter with these.
The normal # talkie scores like any other vocal note, while the ^ talkie (aka. soft talkie) scores points much faster. Use soft talkies for stuff like whispers, talking without rhythm and any sort of vocal sound effects.
Sometimes in various languages, such as Spanish, Italian and French, two syllables will be pronounced as a singular sound, and as thus be sung as a singular note. This is called synalepha.
To have a synalepha note appear properly in-game, add a § sign between the two syllables in the note. For example, “que§al” will have both “que” and “al” show up as the lyric for the same note, with a underscore marker indicating they are different syllables.
This is very rarely used in English lyrics, and should never be used for English words that can be pronounced as either one or two syllables, such as “fire”.
Probably needs a rewrite, words are hard
Once all the notes and lyrics for the song are authored, its time to do vocal phrases. Instead of scoring each individual note, the game will instead look at how well you do within all the notes included during a phrase marker. You'll want a new phrase marker every time a new bar (in the rap sense, not the sheet music sense) occurs, and they should usually be no longer than 2 measures long unless there is a really long note in there.
Where you put the start of a phrase doesn't matter that much, as long as it doesn't touch any actual note tubes. The end of a phrase on the other hand should happen at least an 8th after the end of the final note in the phrase if possible, to allow the game to calculate your score correctly. If a song has really rapid vocals, exceptions to this rule will of course be made.
If your song has a Harmony chart, you should make sure all the tubes in the song are marked with phrases on the HARM1 track, no matter which vocal part sings it. Any notes on Harmony 2 or 3 should be marked with a separate phrase marker on HARM2. The HARM1 and HARM2 phrases work independently of each other otherwise.
Probably needs a rewrite, words are hard
The in-game lanes showing the notes will adjust itself in zoom depending on the notes in the chart. This means it will only show the area of the chart between the lowest and the highest note in the chart.
In most cases, this is nothing to worry about as the game calculates this for you, though on occasion there will be a single part of a song that is such a drastically different octave from the rest you'll want to move the visible range. This can be done with the Range Shift in the MIDI track, which is at the bottom next to Lyric Shift.
Once you place a Range Shift note into your chart, it will recalculate and change the visible play area at the moment in the song it is placed.
Be aware this tool can throw people off and make the chart harder to read if used carelessly. Only use it if the default vocal range is way too wide otherwise.
Note: Vocal range calculation will also include talkies. Be sure to keep talkie notes to a pitch that is already in the main range, otherwise it can mess with the display.
On Vocals, you can add playable percussion sections during spots without any singing. This can be used to make long gaps in the song more fun, make it so you can play background percussion that's not on drums and other fun stuff.
First, put a Phrase marker over the part of the song you want to put your percussion notes. Now, you can select between 3 different percussion sounds that will play when you hit a note, which is determined by a text event at the start of this phrase:
Now, put notes in the Displayed Percussion part of the Vocal chart to add playable notes. These are played in-game by either pressing a button on your controller or by tapping the mic, so make sure it's no faster than constant 8th notes.
Unlike other charts, the vocal percussion charting is not so strict. You can chart actual percussion in the song, or you can just put notes where it feels right, such as in rhythm with the snare drum or at every beat. As long as its fun and humanly playable, go nuts!
If you want to add a little more pazazz to the percussion section, you can add Not Displayed Percussion that only plays the percussion sound effect but is not actually played by the player. It is completely optional, but it can be used for fun, creative things.
At the end of the percussion phrase, add a end event that matches the start event to return the game back to normal vocals gameplay:
Be aware that you can only use one percussion sound for each song. You also can't make a percussion section an Overdrive phrase.