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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 effects
  • MV 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.

References