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What are the specifics of hammer-ons and pull-offs?

 
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AlCapwned  





Joined: 11 Oct 2006
Posts: 149

PostPosted: Mon Jan 22, 2007 6:04 am    Post subject: What are the specifics of hammer-ons and pull-offs? Reply with quote

I know that the engine does it automatically -- it has done it in my songs. But I've been trying to tinker with it. I made a bunch of small 'songs' to try to test it, but I've had no luck. For some reason, I dont' get any of them at all. Whole notes or 64th, 60 tempo or 240, it doesn't seem to affect it. What am I doing wrong?

EDIT: Well I tried one more thing, it seems that the tempo of the song before I export the midi from Guitar Pro is what determines it. The whole concept still seems iffy.

-Al
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katamakel  





Joined: 16 Jun 2006
Posts: 1467
Location: Stockholm, Sweden

PostPosted: Mon Jan 22, 2007 8:46 am    Post subject: Reply with quote

Well.. that depends on how Guitar Pro generates its .mid files when it exports.
The concept isn't "iffy", it's the tools people have to resort to use when creating the note charts that are.
It wouldn't be as "iffy" if you were using a real MIDI editor..
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ChrisVance  





Joined: 12 Jan 2007
Posts: 720
Location: Woodland Hills, California

PostPosted: Mon Jan 22, 2007 10:25 am    Post subject: Reply with quote

Cakewalk!
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AlCapwned  





Joined: 11 Oct 2006
Posts: 149

PostPosted: Mon Jan 22, 2007 2:30 pm    Post subject: Reply with quote

When I said 'iffy' I meant iffy to me.
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rage2  





Joined: 04 Jan 2007
Posts: 23

PostPosted: Mon Jan 22, 2007 5:25 pm    Post subject: Reply with quote

From my understanding, in standard 4/4 measure (4 beats per measure), the game enables ho/po for any notes after the first that's faster than an eighth note (2 notes per beat) and on a different fret. So if you have 2 notes in a beat, no ho/po. 3 different notes in a beat, first note is picked, 2nd and 3rd is a ho/po. Same frets, no ho/po, like real guitar.

Take a look at Beast and the Harlot for reference. Measure #28:1, 4 notes in that beat, no ho/po cuz it's the same note. Measure 65:1, 2 notes in that beat but different notes, no ho/po. Measure 87:1, 4 notes in that beat, ho/po.

If you want to be able to do ho/po at a slower pace, you can change the measure to 2/4. In this case, the duration of the measure is the same, but the game treats the measure as 2 beats per measure, effectively doubling the # of notes per beat compared to a 4/4 measure, which effectively doubles how close the notes have to be to enable ho/po while maintaining the same tempo.

Take a look at Red Lottery for reference. Measure 2:2 has 2 notes in a beat, no ho/po. Then look at measure 5. There are 4 notes in the first half of that measure, so by 4/4 convention there are 2 notes per beat. Since the developers switched that to 2/4 measure, there are now 4 notes per beat since there's only 2 beats in the measure. So even though audibly it's the same note spacing in 2:2 vs 5:1, it's picked in 2:2 and ho/po in 5:1.

Hope that helps.
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katamakel  





Joined: 16 Jun 2006
Posts: 1467
Location: Stockholm, Sweden

PostPosted: Mon Jan 22, 2007 8:15 pm    Post subject: Reply with quote

Wow.. That was a very complicated explanation, rage2
It's actually pretty simple.. A note is displayed as a HO/PO if all of the below conditions are met:

1. It is not the first note in the song
2. Its start is less than 161 MIDI "ticks" from the start of the previous note
3. It is on a different fret than the previous note
4. It is not, nor is the previous note, a chord

A MIDI "tick" is the internal time unit used, and it is not dependent on tempo.
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ruippeixotog  





Joined: 14 Dec 2006
Posts: 220

PostPosted: Mon Jan 22, 2007 9:11 pm    Post subject: Reply with quote

katamakel wrote:
A MIDI "tick" is the internal time unit used, and it is not dependent on tempo.


Don't think in ticks... remember my Hell's Kitchen, with a 120 PPQN timebase. The first notes are separated by 60 pulses, and aren't HOPOable. It depends of the note duration, not ticks... at the standard timebase, 160 ticks correspond to a triplet of a 1/8 note.
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katamakel  





Joined: 16 Jun 2006
Posts: 1467
Location: Stockholm, Sweden

PostPosted: Mon Jan 22, 2007 9:22 pm    Post subject: Reply with quote

Yes, of course. I forgot that in all haste..
All the original GH songs are in 480 PPQN though, so
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rage2  





Joined: 04 Jan 2007
Posts: 23

PostPosted: Mon Jan 22, 2007 9:47 pm    Post subject: Reply with quote

katamakel wrote:
Wow.. That was a very complicated explanation, rage2 .

haha, trying to explain it musically vs technically .
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AlCapwned  





Joined: 11 Oct 2006
Posts: 149

PostPosted: Mon Jan 22, 2007 11:53 pm    Post subject: Reply with quote

Okay, that seems a lot better, thanks a lot.
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gazzer  





Joined: 05 Jan 2007
Posts: 64

PostPosted: Tue Jan 23, 2007 1:25 am    Post subject: Reply with quote

4 - not after a chord

i'm sure i've seen songs where there has been ho/po's after a chord
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AlCapwned  





Joined: 11 Oct 2006
Posts: 149

PostPosted: Tue Jan 23, 2007 2:29 am    Post subject: Reply with quote

gazzer wrote:
4 - not after a chord

i'm sure i've seen songs where there has been ho/po's after a chord


Yep, Laid to Rest and (I think, or maybe tLtB) Fall of Pangea.
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Phr34k  





Joined: 20 Mar 2006
Posts: 1082
Location: London, Ontario, Canada

PostPosted: Tue Jan 23, 2007 5:12 am    Post subject: Reply with quote

GH1 followed the no HOPO after a chord. GH2 allows it.
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