The majority of the screen is consumed by the text editor. This displays the content of your song file for editing. Tap into the text editor to make changes using the on-screen keyboard and quick chord bar.
This is the size of the song as it appears in the song editor. You may want to increase the font size for better visibility or to more easily place the text cursor. Make the font size smaller to fit more content on the screen. You can adjust the size between 6 point and 30 points. The default size is 16 points.
The built-in text editor in iOS will automatically correct spelling. Because the song editor is used to type both lyrics and chords, this is turned off by default. You can turn it on to receive automatic spelling corrections.
The built-in text editor in iOS will automatically add a period when the spacebar is tapped twice. This can cause issues when using spaces to align chords. This shortcut is disabled in OnSong by default, but you can turn it back on here.
The song editor features four arrow keys on the right just above the keyboard. You can use these to move the text cursor around the text editor more freely. These are turned on by default, but you can remove them by switching this option off.
Newer versions of iOS display a bar above the keyboard with shortcut keys for cut, copy and paste. Since screen real estate is at a premium, and since OnSong also contains the quick chord bar, you can choose if this bar is visible with this setting.
Enable this option if you want the song editor to be opened to the approximate position of the song in the song viewer. For instance, if you are editing a long song and have already scrolled that song to the bottom, opening the song editor will start editing at the bottom of the song. Default is off.
As you enter chords in the song editor, they will appear just above the keyboard as quick buttons for inserting chords. You can turn this bar off if you need more room for typing. You can still use the Chord Builder to add chords.
The quick chord bar can be used to insert other text other than chords. You can type characters separated by a space in this area. If you type two characters in a row such as [] or , then the quick bar will add that to the song content and place the text cursor in the middle of them. Default values are: [] # b /
I've created sheet music using using the score editor, for about 20 songs. I am finding that the song title and text (eg the copyright text) is "disappearing", for every part in each file. Lyrics are not affected.
This seems to happen on all of the tracks in an affected file - not just one of the tracks. This is happening on multiple files, so I'm pretty sure it isn't a corrupted file. The best I can figure out is that when I add an audio track to an existing file, for whatever reason, the song name and copyright info are auto-deleted, or auto-hidden somehow.
Text is tied to a certain instrument track and a position. If you later decide to enter more tracks at the top of the score, the track with text gets pushed down, and text appears to be lost.. When you first enter text. there will be a little dotted line showing you.
If this happens, look at event list on right side of main melody, shut off display to noes, CC's etc, you will then see the text. My fast and dirty way to fix is delete, and retype making sure it is tied to the top instrument track. Perhaps, cut and paste work also, never tried.
The score editor is VERY old code, not much has been done to it, because of it's complexity. It is not as elegantly written as new code. However if you take the time to figure out it's secrets. It is quite flexible. And contrary to opinion is is used by a fair amount of composers to make charts for sessions. Really formal scores of course use Sibelious or Finale. They are the most powerful. But many people are content to use Logic for quick making of charts
I'm working on my first game in Pulp, and I was trying to use the Song editor to make some music by holding down the piano notes at the bottom-right of the editor. Unfortunately, it didn't add the music to the timeline, and I didn't see anything in the documentation stating another way to add to the timeline, aside from clicking one-by-one.
I'm just creating a public map for the region of Europe and the US, while I'm trying to create a joint passage against AI, I'll call it by the way so that you all are aware of it. -Jungle Strike Danger Zerg Mission 1 - dk my task is to put music on this card so that it plays constantly or with repetition, but it did not play music by default, it is also called background music, which plays initially when the game starts for the race, I want to leave the original tracks of the Blizzard, I just played on the US server in the game section - the name of the Co- Op Campaign The Swarm's Unghest - the author of this map was able to as I added my own musical composition, so I thought that for my card there must be a special composition, it even looks a bit like Blizzard in the Terran - metal trance bass will be, but I'll try to stick in one track a few tracks in the format ogg or mp3, so there is also on the servers of Europe and the US map Coa-Wc2 Dark Peninsula
Had to do some digging, first time ive imported assets myself but I belive I got it. According to SC2Mapster you can only import MP3 or OGG audio files. If you already know how to add audio files scroll to the bottom of this. Firstly, in the editor on the top bar press the Import button (alternatively click F9 on keyboard). In the empty white list right click then click Import Files. Click the Browse option then find the location of the Folder where the audio files are in, select it and press OK. All files in the folder is selected by default, click the checkmark on the folder to deselect all if you got got too many to bother unchecking then select the respective audio file or files you want to import then press OK. Then, save the map. The entire custom SC2 map file itself. I do not know why this step is necessary but its part of the process. Then go into the Data section (F7 alternatively) and amongst the various types of files (model, units, actors, abilities etc) click Sound. It likely will not be there by default so click the green + sign to the right of the categories and in Art and Sound click Sounds. Now go in the Search section below the categories then type in the name of the file you want to create (its not there yet, this is just to clear the list). Right click the now empty list then click Add Sound, type in the name of your audio file, then underneath in the ID tab click Suggest (this is to make search options easier) and click the OK button. Your file is now fully imported and useable within the Starcraft 2 editor of that respective map. Now go into Triggers (alternatively F6) and create an new Trigger Action, simply search for Music and you should have the option right there with information about it in the info box right below it.
ENGLISH: He needs a consistent instruction to create game music at the beginning of the game. I've just made a trigger that does not work for me personally, all according to this scheme. Maybe I'm a fool maybe not, but the main thing is that I do not know how to do this and how you can create this trigger with playing a sound, say a full instruction on creating a music trigger with your own music.Complete sequence. The trigger is needed for the Skirmish or Company mode, I think the trigger is the only one that makes playing a sound or a melody selected through the game editor.Complete instructions are needed to add a trigger with music or to cheat the game by running just a sound file, and there will lie OGG-Music instead of sound.
Tell me please, how do I add music to my created map, so that it sounds in the game, how to do it? Create a sort of trigger, if so which one and what is there to specify? I can specify a file of sound or music to play the music, just how do I get my song to play on my card? Tell me please :)
I managed to create a special sound point in which the music on my map will be played and heard by all players in online and offline mode, now my main problem is how to make background music not play when starting the game for a race that plays as standard, , that there are two tracks playing right now, one from the company Blizzard, and the other is my added composition in the format, the creators of the cards that I described in the post, as they could blink the reproduction of standard background music and replace it with racial, here now a question, how to me to muff background music or an alternative concept, how to me to stop the reproduction of background standard music in general on the map? That the music in general on the card does not play except for simple sounds, not depending on the settings of the game itself, even if you have to turn on music and repeat and the volume is 100%, so that it does not play at all.
You were in the Jungle as a result of the time machine experiment, which year is unknown here, but it is known that what monsters appeared in the jungle, our task is to destroy all the monsters in the Jungle to save their assholes,
Mission 1 - Destroy all the monsters on the map.
I spent it all 3 days without any education at all close to this. It's hard for me to understand how to freeze or force the game not to play the music in order to reproduce the sound in which my music is played.
As I understand it you want to play your custom sound file as the music for your map? I've never actually messed with the game music but I tested some stuff and think I have what you want. The trigger is pretty simple, it's the fact you need to set your imported sound up as a "sound" AND a "soundtrack" in the map's data that makes it a little tricky.
Step 3 - Open a sound track tab in the data editor, duplicate a music soundtrack, go into the cues field, under master layer change the sound to the sound you just made, other layers don't matter unless you want to have multiple sounds on this soundtrack
c80f0f1006