Venue¶
This track controls camera placement/effects and venue lighting/effects in Rock Band.
Rock Band Network 1 and Rock Band Network 2 have different sets of venue notes and events, so categories are split into RB1/RB2/RBN1 and RB3/RBN2.
Track Names¶
VENUE- Standard venue effectsMV VENUE- (RB2 only) Venue effects for music video venues
Track Notes¶
RB1, RB2, RBN1¶
| MIDI Note | Description |
|---|---|
| Post-processing | |
| 110 | Video feed delay A visual "echo" effect. |
| 109 | Security camera Green tint, with visible scanlines. |
| 108 | Black & white + scanlines |
| 107 | Visible scanlines |
| 106 | Blue tint + scanlines |
| 105 | Mirror + psychedelic coloring Polarizes everything to green/orange, with some blue and purple here and there. |
| 104 | Bloom B Very subtle, may as well also be equivalent to Default. |
| 103 | Bloom A Equivalent to Default for whatever reason. |
| 102 | Photocopy Black & white with heavy contrast, like an image on a document that's been black-and-white photo-copied one too many times. |
| 101 | Negative |
| 100 | Silvertone Black & white without contrast. |
| 99 | Sepia |
| 98 | 16mm film Grainy, with slightly darker colors. |
| 97 | Black & white, with a bit of contrast |
| 96 | Default |
| Sing-alongs | |
| 87 | Guitarist sing-along with vocalist |
| 86 | Drummer sing-along with vocalist |
| 85 | Bassist sing-along with vocalist |
| Camera cuts | |
| 73 | No close-ups |
| 72 | Only close-ups |
| 71 | Only far cuts |
| 70 | No behind cuts |
| 64 | Focus on vocalist |
| 63 | Focus on guitarist |
| 62 | Focus on drummer |
| 61 | Focus on bassist |
| 60 | Random new shot |
| Lighting keyframes | |
| 50 | First keyframe of effect |
| 49 | Previous keyframe of effect |
| 48 | Next keyframe of effect |
| Spotlights | |
| 40 | Spotlight on vocals |
| 39 | Spotlight on guitar |
| 38 | Spotlight on drums |
| 37 | Spotlight on bass |
The camera cut notes are always placed at the same time. The random camera shot note works with the notes above it to narrow down the number of possibilities for that cut.
Spotlight and sing-alongs last for the duration of their notes.
Lighting keyframes take effect instantaneously, and their length does not matter.
Post-processing events only take effect at camera cuts. The length of the note determines how long the effect will take to transition in; if the note is 1/16th or less in length, then it will take effect immediately with no transition.
RB3, RBN2¶
| MIDI Note | Description |
|---|---|
| 87 | Guitarist sing-along with vocalist Replaced with keyboard player if guitar is absent. |
| 86 | Drummer sing-along with vocalist |
| 85 | Bassist sing-along with vocalist Replaced with keyboard player if bass is absent. |
| 41 | Spotlight on keys |
| 40 | Spotlight on vocals |
| 39 | Spotlight on guitar |
| 38 | Spotlight on drums |
| 37 | Spotlight on bass |
These events last for the duration of their notes.
Text Events¶
RB1, RB2, RBN1¶
Directed Camera Cuts¶
Directed cuts are special camera cuts which use animations that don't appear in the standard looping animations for basic camera cuts. These have a variable amount of pre-roll, so the event is placed where the "hit" of the animation goes: for example, if the guitarist should jump or kick the camera, the event should be placed at the time the guitarist should land, or when the kick hits the camera.
There are two ways to call a directed cut:
| Event Text | Description |
|---|---|
[do_directed_cut <cut>] |
Always play the cut. |
[do_optional_cut <cut>] |
Only play the cut if the player is doing well. |
cut is the cut to be called:
- One-character cuts:
| Text | Description |
|---|---|
directed_guitar |
Guitarist impact moment. |
directed_guitar_cam |
Guitarist interacts with camera; not tied to the downbeat. |
directed_guitar_cls |
Guitar fretboard closeup. |
directed_guitar_np |
Guitarist in an idle state. |
directed_crowd_g |
Guitarist interacts with crowd. |
directed_bass |
Bassist impact moment. |
directed_bass_cam |
Bassist interacts with camera; not tied to the downbeat. |
directed_bass_cls |
Bass fretboard closeup. |
directed_bass_np |
Bassist in an idle state. |
directed_crowd_b |
Bassist interacts with crowd. |
directed_drums |
Drummer impact moment. |
directed_drums_kd |
Kick drum closeup. |
directed_drums_lt |
Long shot rotating around the drummer. |
directed_drums_np |
Drummer in an idle state. |
directed_drums_pnt |
Drummer points at camera. |
directed_duo_drums |
Drummer sings along, no vocalist in shot. |
directed_vocal |
Vocalist impact moment. |
directed_vocal_cam |
Vocalist interacts with camera; not tied to the downbeat. |
directed_vocal_cls |
Vocalist closeup. |
directed_vocal_np |
Vocalist in an idle state. |
directed_vocals |
Vocalist impact moment. |
directed_vocals_cam |
Vocalist interacts with camera; not tied to the downbeat. |
directed_vocals_cls |
Vocalist closeup. |
directed_vocals_np |
Vocalist in an idle state. |
directed_stagedive |
Vocalist jumps off stage. |
directed_crowdsurf |
Vocalist goes crowdsurfing. |
- Two-character cuts:
| Text | Description |
|---|---|
directed_duo_gb |
Guitarist and bassist interactions. |
directed_duo_guitar |
Guitarist sings along and interacts with vocalist. Used in conjunction with the singalong notes. |
directed_duo_bass |
Bassist sings along and interacts with vocalist. Used in conjunction with the singalong notes. |
- Full band cuts:
| Text | Description |
|---|---|
directed_all |
Band interacts with each other. |
directed_all_cam |
Band interacts with camera. |
directed_all_lt |
Long shot heading away from the stage. |
directed_all_yeah |
Band impact moment. |
directed_bre |
Band is intense during a big rock ending. |
directed_brej |
Band impact on the last note of a big rock ending. |
Venue Lighting¶
| Event Text | Description |
|---|---|
[lighting (<descriptor>)] |
Sets a venue lighting cue. |
[chorus] |
Venue lighting cue for a chorus. Stark, dramatic colors. |
[verse] |
Venue lighting cue for a verse. Soft but full blends of color. In Rock Band, this event must be placed before any other lighting call events to initialize the lighting system. |
Lighting types:
- Keyframed calls:
| Text | Description |
|---|---|
Empty (i.e. ()) |
Default lighting. |
dischord |
Harsh, dissonant lighting. |
manual_cool |
Cool-temperature lighting. |
manual_warm |
Warm-temperature lighting. |
stomp |
All lights on or off. Only responds to the Next keyframe (note 48). |
- Automatic calls:
| Text | Description |
|---|---|
blackout_fast |
Darken the stage quickly (0.2 seconds). |
blackout_slow |
Darken the stage slowly (2 seconds). |
bre |
Frenetic lighting used during a Big Rock Ending. |
flare_fast |
Bright white flare that fades quickly into the next lighting preset. |
flare_slow |
Bright white flare that fades slowly into the next lighting preset. |
frenzy |
Frenetic, dissonant lighting. |
harmony |
Harmonious lighting. |
loop_cool |
Cool-temperature lighting. |
loop_warm |
Warm-temperature lighting. |
searchlights |
Lights that sweep individually. |
silhouettes |
Dark, atmospheric lighting with darkened character silhouettes. |
silhouettes_spot |
Dark, atmospheric lighting with slightly visible characters. |
strobe_fast |
Strobe light that blinks every 32nd note/60 ticks. |
strobe_slow |
Strobe light that blinks every 16th note/120 ticks. |
sweep |
Lights that sweep together in banks. |
Other¶
These events trigger an explosion effect or flamethrowers on the venue. These only work in arena venues, and should not be used during a BRE, as they trigger this automatically.
| Event Text | Description |
|---|---|
[bonusfx] |
Triggers an explosion effect. |
[bonusfx_optional] |
Triggers an explosion effect if the player is doing well. |
These toggle fog on stage:
| Event Text | Description |
|---|---|
[FogOn] |
Fills the stage with fog. |
[FogOff] |
Removes the fog. |
RB3, RBN2¶
Camera Cuts¶
These text events specify a camera shot to be used. In Rock Band 3, only 4 band members can be on-stage at a time out of the 5 possible instrument types, so camera cuts are often stacked on the same point to ensure a proper shot is used. The camera system has a priority list it uses to pick a shot that most closely matches the characters on-stage. If none of the authored cuts match the available parts, it will pick from a list of generic parts.
Available cuts:
(These don't all have specific descriptions for what exactly they do, so descriptions may be extrapolated from the name.)
- One-character cuts:
| Text | Description |
|---|---|
[coop_g_behind] |
Behind shot of the guitarist. |
[coop_g_near] |
Closeup shot of the guitarist. |
[coop_g_closeup_hand] |
Closeup of the guitarist's hand(s). |
[coop_g_closeup_head] |
Closeup of the guitarist's head. |
[coop_b_behind] |
Behind shot of the bassist. |
[coop_b_near] |
Closeup shot of the bassist. |
[coop_b_closeup_hand] |
Closeup of the bassist's hand(s). |
[coop_b_closeup_head] |
Closeup of the bassist's head. |
[coop_d_behind] |
Behind shot of the drummer. |
[coop_d_near] |
Closeup shot of the drummer. |
[coop_d_closeup_hand] |
Closeup of the drummer's hand(s). |
[coop_d_closeup_head] |
Closeup of the drummer's head. |
[coop_v_behind] |
Behind shot of the vocalist. |
[coop_v_near] |
Closeup shot of the vocalist. |
[coop_v_closeup] |
Closeup of the vocalist. |
[coop_k_behind] |
Behind shot of the keyboard player. |
[coop_k_near] |
Closeup shot of the keyboard player. |
[coop_k_closeup_hand] |
Closeup of the keyboard player's hand(s). |
[coop_k_closeup_head] |
Closeup of the keyboard player's head. |
- Two-character cuts:
| Text | Description |
|---|---|
[coop_gv_behind] |
Behind shot of the guitarist and vocalist. |
[coop_gv_near] |
Closeup shot of the guitarist and vocalist. |
[coop_gk_behind] |
Behind shot of the guitarist and keyboard player. |
[coop_gk_near] |
Closeup shot of the guitarist and keyboard player. |
[coop_bg_behind] |
Behind shot of the bassist and guitarist. |
[coop_bg_near] |
Closeup shot of the bassist and guitarist. |
[coop_bd_near] |
Closeup shot of the bassist and drummer. |
[coop_bv_behind] |
Behind shot of the bassist and vocalist. |
[coop_bv_near] |
Closeup shot of the bassist and vocalist. |
[coop_bk_behind] |
Behind shot of the bassist and keyboard player. |
[coop_bk_near] |
Closeup shot of the bassist and keyboard player. |
[coop_dg_near] |
Closeup shot of the drummer and guitarist. |
[coop_dv_near] |
Closeup shot of the drummer and vocalist. |
[coop_kv_behind] |
Behind shot of the keyboard player and vocalist. |
[coop_kv_near] |
Closeup shot of the keyboard player and vocalist. |
- Three-character cuts (no drums):
| Text | Description |
|---|---|
[coop_front_behind] |
Behind shot of guitarist, bassist, and vocalist. |
[coop_front_near] |
Closeup shot of guitarist, bassist, and vocalist. |
- Full band cuts:
| Text | Description |
|---|---|
[coop_all_behind] |
Behind shot of the band. |
[coop_all_far] |
Far away shot of the band. |
[coop_all_near] |
Closeup shot of the band. |
Directed Camera Cuts¶
Directed cuts are special camera cuts which have a higher priority over standard cuts and use animations that don't appear in the standard looping animations for basic camera cuts. These are placed where the "hit" of the animation goes: for example, if the guitarist should jump or kick the camera, the event should be placed at the time the guitarist should land, or when the kick hits the camera.
Available cuts:
(As with standard cuts, these don't all have specific descriptions for what exactly they do, so descriptions may be extrapolated from the name.)
- Full band:
| Text | Description |
|---|---|
[directed_all] |
Band interacts with each other. |
[directed_all_cam] |
Band interacts with the camera. |
[directed_all_lt]* |
Long shot heading away from the stage. |
[directed_all_yeah] |
Band impact moment. |
[directed_bre] |
Band is intense for a big rock ending. |
[directed_brej] |
Band does an impactful action on the last note of a big rock ending. |
[directed_crowd] |
Crowd shot. |
- Single character:
| Text | Description |
|---|---|
[directed_guitar] |
Guitarist impact moment. |
[directed_guitar_np] |
Guitarist in an idle state. |
[directed_guitar_cls]* |
Guitar fretboard closeup. |
[directed_guitar_cam_pr] |
Guitarist interacts with camera pre-roll. |
[directed_guitar_cam_pt] |
Guitarist interacts with camera post-roll. |
[directed_crowd_g] |
Guitarist interacts with crowd. |
[directed_bass] |
Bassist impact moment. |
[directed_bass_np] |
Bassist in an idle state. |
[directed_bass_cam] |
Bassist interacts with camera, |
[directed_bass_cls]* |
Bass fretboard closeup. |
[directed_crowd_b] |
Bassist interacts with crowd. |
[directed_drums] |
Drummer impact moment. |
[directed_drums_lt]* |
Longer drummer impact moment. |
[directed_drums_np] |
Drummer in an idle state. |
[directed_drums_pnt] |
Drummer points at camera. |
[directed_drums_kd]* |
Kick drum closeup. |
[directed_vocals] |
Vocalist impact moment. |
[directed_vocals_np] |
Vocalist in an idle state. |
[directed_vocals_cls] |
Vocalist closeup. |
[directed_vocals_cam_pr] |
Vocalist interacts with camera pre-roll. |
[directed_vocals_cam_pt] |
Vocalist interacts with camera post-roll. |
[directed_stagedive] |
Vocalist jumps off stage. |
[directed_crowdsurf] |
Vocalist goes crowdsurfing. |
[directed_keys] |
Keyboard player impact moment. |
[directed_keys_np] |
Keyboard player in an idle state. |
[directed_keys_cam] |
Keyboard player interacts with camera. |
- Two characters:
| Text | Description |
|---|---|
[directed_duo_guitar] |
Guitarist sings along and interacts with vocalist. |
[directed_duo_bass] |
Bassist sings along and interacts with vocalist. |
[directed_duo_drums] |
Drummer sings along, vocalist not visible. |
[directed_duo_kv] |
Keyboard player sings along and interacts with vocalist. |
[directed_duo_gb] |
Guitarist and bassist sing along and interact with vocalist. |
[directed_duo_kg] |
Keyboard player and guitarist sing along and interact with vocalist. |
[directed_duo_kb] |
Keyboard player and bassist sing along and interact with vocalist. |
*These cuts only apply unique camera angles, they still use standard character animations.
Post-Processing Effects¶
These apply post-processing effects to the camera. A video demonstrating these effects may be found here.
| Event Text | Description |
|---|---|
[bloom.pp] |
Slightly brightens picture and adds a low-FPS effect. |
[bright.pp] |
Drastically brightens everything. |
[clean_trails.pp] |
Small video feed delay (a visual "echo"). |
[contrast_a.pp] |
Gritty, polarized black & white. |
[desat_blue.pp] |
Turns colors into a muted, monochrome blue. |
[desat_posterize_trails.pp] |
Video feed delay with high contrast, posterized, black & white colors. |
[film_16mm.pp] |
Grainy, slightly darker colors. |
[film_b+w.pp] |
Turns colors to black and white. |
[film_blue_filter.pp] |
Turns colors to a grainy, monochrome blue, with visible scan lines. |
[film_contrast.pp] |
Darkens dark colors, lightens light colors. |
[film_contrast_blue.pp] |
Contrasts the blue channel of the image. |
[film_contrast_green.pp] |
Contrasts the green channel of the image. |
[film_contrast_red.pp] |
Contrasts the red channel of the image. |
[film_sepia_ink.pp] |
Turns colors to yellowish-gray shades. |
[film_silvertone.pp] |
Turns colors to grainy, gray shades. |
[flicker_trails.pp] |
Black & white video feed delay with wavering brightness. |
[horror_movie_special.pp] |
Photo-negative colors, polarized to red and black. |
[photo_negative.pp] |
Inverts colors and brightness. |
[photocopy.pp] |
Black & white with a grainy, low-FPS effect. |
[posterize.pp] |
Posterizes colors. |
[ProFilm_a.pp] |
Default, no notable effects. |
[ProFilm_b.pp] |
Desaturates lighter colors, turns darker colors into a muted, monochrome red. |
[ProFilm_mirror_a.pp] |
Left side mirrors right side, with colors shifted to blue, greens, and yellows. |
[ProFilm_psychedelic_blue_red.pp] |
Polarizes bright colors to red, dark colors to blue. |
[shitty_tv.pp] |
Grainy video with lightened colors and abberated color channels. |
[space_woosh.pp] |
Heavy video feed delay, with greatly brightened colors and abberated channels. |
[video_a.pp] |
Slightly grainy video with visible scanlines. |
[video_bw.pp] |
Black & white with visible scanlines. |
[video_security.pp] |
Turns colors to night-vision green, with visible scanlines. |
[video_trails.pp] |
Longer video feed delay, with slightly brightened/contrasted colors. |
Venue Lighting¶
| Event Text | Description |
|---|---|
[first] |
Goes to the first keyframe of a keyframed lighting cue. |
[next] |
Goes to the next keyframe of a keyframed lighting cue. |
[prev] |
Goes to the previous keyframe of a keyframed lighting cue. |
[lighting (<descriptor>)] |
Sets a lighting cue. descriptor is an identifier for the cue to be set, listed below. |
Lighting types:
- Keyframed cues:
- These cues have multiple keyframes that can be selected using the
[first],[prev], and[next]events.
| Text | Description |
|---|---|
chorus |
Stark, dramatic colors. Varies per venue. |
dischord |
Harsh blend of dissonant colors. |
manual_cool |
Cool-temperature lighting. |
manual_warm |
Warm-temperature lighting. |
stomp |
All lights on or off. Only responds to the [next] event. |
verse |
Soft but full blends. Varies per venue. |
- Automatic cues:
| Text | Description |
|---|---|
blackout_fast |
Darkens the stage quickly. |
blackout_slow |
Darkens the stage slowly. |
blackout_spot |
Darkened stage with added underlighting. |
bre |
Frenetic lighting used during a Big Rock Ending. |
flare_fast |
Bright white flare that fades quickly into the next lighting preset. |
flare_slow |
Bright white flare that fades slowly into the next lighting preset. |
frenzy |
Frenetic, dissonant lighting that alternates quickly. |
harmony |
Blend of harmonious colors. |
intro |
Transitions lighting from starting state to authored lighting. Not necessary for RB3. |
loop_cool |
Blend of cool-temperature colors. |
loop_warm |
Blend of warm-temperature colors. |
searchlights |
Spotlights that sweep individually. |
silhouettes |
Dark, atmospheric lighting; shows darkened silhouettes of characters. |
silhouettes_spot |
Dark, atmospheric lighting; characters visible. |
strobe_fast |
Strobe light that blinks every 32nd note. |
strobe_slow |
Strobe light that blinks every 16th note. |
sweep |
Spotlights that sweep together in banks. |
[lighting ()], [verse], and [chorus] from RBN1 are not valid for RBN2.
Other¶
These events trigger an explosion or flamethrowers on the venue. These only work in arena venues.
| Event Text | Description |
|---|---|
[bonusfx] |
Triggers an explosion effect. |
[bonusfx_optional] |
Triggers an explosion effect if the player is doing well. |
These should not be used during a BRE, as it does this automatically.