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Magma/fr

From RBN/C3 Documentation

Magma est un programme PC tool qui permet aux auteurs de créer des fichiers de chansons RB (originellement des *.rba mais aussi des *rb3_con, utilisables en tant que customs) à partir des fichiers audio et des fichiers MIDI de gameplay. C'est l'outil de création et de distribution du Rock Band Network, et l'équivalent PC du Mode Audition du jeu.

  • note C3 : Pour utiliser des options et des fonctions supplémentaires, utilisez C3 Magma.

Prérequis

Pour utiliser Magma, vous devrez avoir terminé, au moins en grande partie, le processus d'Authoring. Magma lance un protocole très poussé de vérification de l'audio et du MIDI, et bien que les messages d'erreur soient un bon moyen d'identifier les problèmes, il vaut mieux que tout fonctionne du premier coup.

Votre fichier MIDI doit répondre à de nombreux critères, détaillés dans la section Authoring. Si vous utilisez un fichier MIDI incomplet, vous devrez ajuster ou ajouter certains éléments pour qu'il fonctionne avec Magma.

Vos/votre fichier(s)audio (stems) doivent aussi remplir certains critères:

  • Format .wav
  • Echantillonnage en 44.1Khz ou 48Khz (sauf pour les pistes vocales enregistrées)
  • Mono ou stereo, voir la section Onglet Audio pour plus de détails.
  • Bitrate 16- ou 24-bit.

Finalement, tous les textes et metadonnées entrées dans Magma ne peuvent contenir que les caractères suivants:

  • ABCDEFGHIJKLMNOPQRSTUVWXYZ
  • abcdefghijklmnopqrstuvwxyz
  • #$%&'()*+,-./
  • 0123456789
  •  :¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõøùúûü
  •  !¡©®°

Notions de base

Magma est un outil qui combine votre/vos fichiers audio, votre fichier MIDI et des metadonnées afin de créer une chanson jouable. (Ce processus est la construction de la chanson.) Ces 3 éléments se retrouvent dans les 3 onglets de Magma, qui seront détaillés ci-dessous.

Emplacement des projets et des chansons créés

Chaque chanson créée avec Magma aura son propre fichier de projet (.rbproj). Avant de pouvoir construire une chanson, vous devrez avoir sauvegardé votre projet dans un fichier .rbproj file et avoir assigné un endroit où sauvegarder votre chanson. Pour sauvegarder, utilisez "Save As..." dans le menu File , comme pour n'importe quel programme Windows. Pour choisir l'endroit où sauvegarder, utilisez le bouton "..." situé en bas à gauche de la fenêtre Magma.

Construction & Audition

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Au bas de chaque onglet se trouvent les contrôles nécessaires à la construction et à l'"audition" de votre chanson. Cliquer sur le bouton "Build" sauvegardera automatiquement votre projet et débutera le processus de création de la chanson. Si seulement quelques éléments ont été modifiés depuis votre dernière construction, Magma ne reconstruira que ces éléments, par exemple si vous changez uniquement le fichier MIDI, Magma ne recompilera pas l'audio.

  • Build and Audition: Construit la chanson et ouvre la fenêtre "Transférer vers la Xbox".
  • Build: Construit la chanson.
  • Audition: Ouvre la fenêtre "Transférer vers la Xbox".

Si vous ne pouvez pas utiliser le mode audition faute de compte développeur XNA, n'utilisez que le bouton "build".

Onglet Information

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L'onglet information vous permettra de donner la plupart de ses métadonnées à votre chanson. Sauf si vous changez l'id (dta) de votre chanson, vous ne pourrez plus éditer ces données une fois votre chanson créée et utilisée dans le jeu!

  • Title: Le nom de la chanson, par ex "Roxanne". Longueur max : 99 caractères.
  • Artist: L'artiste ou le groupe ayant réalisé la chanson, par ex "The Police". Longueur max : 74 caractères.
  • Album: L'album auquel la chanson appartenait originellement, par ex. "Outlandos d'Amour". Longueur max : 74 caractères.
  • Track Number: Le numéro de la piste (1-100) de la chanson sur l'album du champ "Album". Si 3 chansons ou plus sont issues d'un même album, RB créera un marqueur d'album et classera les chansons par numéro de piste.
    • Si votre chanson n'apparait pas sur un album, laissez les champs vides et décochez la case album.
  • Year Released: L'année de première sortie de la chanson.
  • Genre: Le genre musical ressemblant le plus à la chanson. C'est très subjectif, mais faites de votre mieux pour comparer votre chanson avec d'autres apparaissant déjà dans RB, pour plus de cohérence.
  • Sub Genre: Un genre plus spécifique dans le genre général choisi. Doit être aussi précis que possible.
  • Country of Origin: Là où la chanson a été enregistrée, ou là d'où l'artiste est originaire.
  • Languages: Toutes les langues chantées ou parlées dans les parties de chant.
    • Si la langue supplémentaire ne représente qu'une partie infime de la chanson (comme un mot ou une expression connue de tous comme me gusta), il n'est pas nécessaire de la noter.
  • Author: Votre nom
  • Price: 0
  • Release Label: Valable pour les chansons RBN, pas pour les customs.
  • L'album art de la chanson, l'image sur le côté droit de l'onglet, peut être sélectionnée en utilisant le bouton "..." à proximité ou par un glisser-déposer. Toutes les images doivent être en bmp de 256x256 pixels et 24 bits et seront converties par Magma si ce n'est pas le cas.

Onglet Audio

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This tab is where you'll take your fully authored audio stems and mold them into a single piece of rock, or Urban Jazz, or Country Shoegazing Outlaw A-capella, or...well, you get the idea.

Check the box for each part that is present in the song and authored in your MIDI file, and browse for the appropriate .wav from your system using the "..." buttons. Note: If you haven't finished a particular track and want to test the song in Audition Mode without it, you can leave that part unchecked to skip it in the build phase. This won't impact your ability to build that part later.

C3 note: For customs that doesn't use multitracks or separate stems for each instrument, put a synced WAV of your song in the Backing/TRKS track, then right click all other parts that you have charts for and select one of the built in silent audio files that comes with C3 Magma instead. We do this so the song plays as normal in game without odd or speaker damaging audio drops and rises.

  • Drum Mix: Check this box if you have a drum track. The drop down allows you to select which drum parts you want to include. At a minimum you will need a "Kit" track (one stem for the entire drum track), but "Kick" and "Snare" parts can be added for more audio fidelity. For more information about this, please read Drum Authoring.
    • Kit: The .wav file for your catch-all drum kit part. This may contain the entire drum kit audio, but if you have snare and kick recordings, this track usually contains the overhead recordings of the rest of the kit. Sometimes referred to as CYM (for "cymbals").
    • Snare: The .wav file for your snare drum, if present. Sometimes referred to as SN.
    • Kick: The .wav file for your kick/bass drum, if present. Sometimes referred to as K.
  • Bass: Check this box if you have a bass guitar part.
  • Guitar: Check this box if you have a lead guitar part.
  • Keys : Check this box if you have a synth, keyboard, or other track to be played in Keys and Pro Keys. Checking this box requires full authoring for Keys and Pro Keys to build correctly.
  • Vocals: Check this box if your song has vocals. This file should be the finished mixdown of your lead vocals and harmony vocals (if applicable) together. Sometimes referred to as VOX.
  • SOLO/HARMONY 1 Dry Vocals: This is a .wav file of your lead vocal part with no effects ("dry"). This file is not included in your final song package, but is required by Magma's lip-sync engine to accurately render character animations. This file should NOT include any background vocals.
    • If you have a vocal part, this field is required. If no other dry vocals boxes are checked, only the Solo Vocals option will be available in-game (no harmonies).
  • HARMONY 2 Dry Vocals: The dry vocals .wav file for HARM2. If this box is checked, the game will assume that you have at least 2 vocals parts, requiring authoring in PART VOCALS, HARM1, and HARM2. This file should include ONLY background vocals.
  • HARMONY 3 Dry Vocals: The dry vocals .wav file for HARM3. This cannot be enabled without HARMONY 2 enabled. If your HARM3 part is the same as HARM2 but on different pitches, this file can be the same as your HARM2 file, but should be different if your song has any call-and-response parts or similar.
  • Backing: This audio track includes any band audio that's not in the bass, drum, guitar, keys, and vocals files. Sometimes referred to as TRKS.
  • Crowd: Use this if you are using multitracks that has it's own stem for the sound of the crowd, mostly found in certain live recordings.
  • Start Preview: This allows you to set the beginning of the audio preview window for your song. These previews are heard in the in-game songlist, in the Music Store, and on rockband.com, so pick a good window! Song previews are always 30 seconds long. Use the Song Length preview next to this box to ensure that your preview doesn't run over the end of the song. Song length is determined by the longest .wav file included in the song (except the dry vocals track).

Pan

If you use a mono audio file instead of stereo, you'll have the option to adjust the L/R pan. (We assume that you've already correctly mixed your stereo files' pans.) Values range from -1 (all left) to 1 (all right). Use this for final tweaks to your mix.

Attenuation

These fields let you adjust the levels of each part from within Magma, in case your mixing ends up too loud in-game. (Think of your neighbors!) If your stems are too soft, you'll need to adjust that from within your DAW. Currently this bad boy ranges from 0 to -10, in db from Unity gain. Use this for final tweaks to your mix.

Onglet Game Data

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In this tab, you'll define all of the things that make your song work in Rock Band 3.

  • MIDI: This is the path to the gameplay MIDI file you authored.
  • Autogeneration Theme: If you have not placed any camera or lighting cues in your VENUE track, Magma will automatically create them for you. This field lets you control this auto-generation based on a theme included with Magma or that you've created yourself.
  • Export: This button will export the autogenerated VENUE track to a new MIDI file. You can use this to save the autogenerated camera and lighting cues and edit them as you like.
    • For more information on venue autogeneration and how to create your own themes, check out Venue Autogeneration.
  • Animation: This setting controls the speed of characters' animations on-stage. This defaults to medium tempo, but should be adjusted based on the BPM of your song.
  • Vocal Percussion: This determines what sample gets played when your singer gets their percussion on.
  • Vocal Gender: If a random singer is selected for this song, this determines the gender of that character. This should be the gender of whomever sings your PART VOCALS / HARM1 track.
  • Vocal Scroll Speed: This controls the scroll speed of the lyrics, and should usually be set to "Normal". If you find that the vocals HUD gets crowded by your song's lyrics, you can set this to "Fast".
  • Vocal Guide Pitch Volume: This value, which ranges from -10.0 to 0.0, determines the volume of the guide pitch that plays in Audition Mode and Training. The default value of -3.0 will work for most songs, but you should adjust it if you have a particularly loud or soft vocals part.
  • Difficulty: Rock Band uses a tiered system to identify a song's difficulty in both the Music Store and the in-game song list. Each of these dots corresponds to a difficulty category in the song list: Warmup, Apprentice, Solid, Moderate, Challenging, and Nightmare. To assign the Impossible tier, click on the devil head icon to the right of the dots. The band difficulty rating should usually be an average of the other parts.
  • Song Rating: Shows the age rating of your song in-game and in Vizualiser. Family Friendly means the song should be okay for the whole family to play, Supervision Recommended means the lyrics or themes contain content that kids below their teenages should probably not be exposed to yet, and Mature means the song contain strong explicit content like hardcore swearing, hardcore violence or hardcore sex.
  • Pro Guitar/Bass Tuning: Changes the tuning of the song for Pro Guitar and Pro Bass in-game. For more information on how this work and what it's used for, click the help button in Magma C3 for a detailed explanation.
  • Drum Kit SFX: The drum kit sfx determines the sounds your annoying drummer friend makes before the drum track starts and during drum fills. When experimenting with this, be sure to check out the different sounds in-game to make sure you pick a sound that fits with the song.
  • For more information on the additional advanced features in C3 Magma, such as Tuning Cents and Vocal Tonic Note, click the help buttons in the program for detailed explanations and guides.

Résolution des problèmes

  • Check out the FAQ to solve a number of Magma issues related to installation and transfer.
  • Magma Compilation Errors lists several common build errors and their solutions.

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