raynebc wrote:thekiwimaddog wrote:Yea, I was looking really hard to find some tags which charts the chord name but I couldn't find anything in the pro data. I'm going to be making a chord database to handle this.
I got that chord information from here:
http://rawksd.japaneatahand.com/wiki/PRO_Mode_ResearchFor example, the first note event in the pro guitar track for "Du Hast" is "note 9 on", which theoretically represents the A5 power chord the song begins with. A chord dictionary may be good for a start, but it would still be good to allow a chart to manually define chord names. Otherwise, if the guitar part in a song uses a non standard tuning, Phase Shift would have a difficult time matching it with the correct chord name.
That link seems to suggest that notes 0-20 are chord names. I don't see it myself from looking at the data.
It has some good info there tho. Thanks for the link!
David
-- Edit: Thu Dec 09, 2010 12:35 am --
beebe wrote:thekiwimaddog wrote:The main thing I'm worried about is possible detuned guitar parts. I'm not sure how RB3 handles these.
For Example:
If there is Drop D tuning I'm not sure if the guitar part reflects how it would be if the guitar is tuned correctly or it changes the fret positions to suit the default tuning. Either way it is going to cause trouble which is why I was deperate to find the chord names in the midi chart somewhere. But I'm not having any luck so far. I might take a fresh look again to make sure they are not hiding somewhere.
Thanks
David
Well to keep the chart as close to the real thing as possible it would have to change based on tuning, not to mention some songs would be impossible to play if you didn't, or it would sound stupid. For making the most accurate chords I would say look up what notes are in each chord then figure what the tuning of the song is then write out what it would be. A chord will always be the same notes just the placements of the notes and how it will be played (i.e. finger placement) is different. If that helps any.
I agree, I need to see how easy this would be tho.
Thanks
David
-- Edit: Thu Dec 09, 2010 2:56 pm --
OK, I have added support for more seperated audio files and I wanted to let you all know what format I'm going for.
These are all self explanatory:
drums.ogg - Full Drum Mix
rhythm.ogg - Bass Guitar / Rhythm Guitar
guitar.ogg - Guitar / Coop Guitar
keys.ogg - Keys
vocals.ogg - Normal Vocal Mix
song.ogg - All Other Song Audio
crowd.ogg - Crowd Audio
VOCALSTo correctly support harmony vocals we need to allow for seperate audio and as such:
vocals_1.ogg - Lead Vocals
vocals_2.ogg - Backing Vocals
DRUMSIf the game detects all 4 split drum audio tracks in the song folder then it will assume it's using the Guitar Hero Method.
If it only detects 3 then it will assume it's using the Rockband Method.
I will add some song.ini tags to overide this at some point but for now this should do fine unless someone has any objections.
NOTE: If there are not any split audio tracks found it will revert back to
drums.oggGuitar Hero Methoddrums_1.ogg - Kick Drum
drums_2.ogg - Snare Drum
drums_3.ogg - Toms
drums_4.ogg - Cymbals
Rockband Methoddrums_1.ogg - Kick Drum
drums_2.ogg - Snare Drum
drums_3.ogg - Toms and Cymbals
I would reccomend that you include
vocals.ogg and
drums.ogg even if you have split Drum and Vocal audio. This will allow for backwards compatibility for FOF and also allow the option to disable the split audio if you so choose.
Let me know if you think this should be workable.
And thanks to Bluzer for his help.
David