Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in. Login to AccountCreate an Account
Learn & Play Rocksmith!
Want to play the songs you love? Registration and the use of this website is 100% free.
The only thing you need is a legal copy of Rocksmith 2014 w/ a cable. Click here to buy it.
Having trouble logging in or registering? Please click "Support" below.
If it comes down to transcribing it using the text as a reference, you can decide whether you prefer to do so in Guitar Pro or in EOF. If you want to look into the latter, there are some tutorials in EOF's help menu describing the basics.
EOF does accept dots, triplets and generally what you see in GP5 is what you get in EOF except for exotic types of notation. If you can demonstrate otherwise, please provide a GP5 file demonstrating this.
I have to guess at what issue you're describing, so I'll assume you're talking about choppy song playback. Try going into File>Settings and increasing the buffer size to see if it gets better. If you mean that the audio doesn't line up with the chart the way you want, you can try changing the AV delay instead. For MIDI tone latency, you can try changing the MIDI tone delay, but EOF will still be limited by the quality of the MIDI device in use. The built-in software synth that comes with Windows is known to be slow, and using a hardware synth or a third party software synth will probably get better results.
It can be done, people have authored charts that are longer than that. The best thing I can suggest is to assume that nearly any song you want to work on will not be a single tempo all the way through and that you'll have to make corrections throughout. Starting with a relatively correct tempo will help. Moving the first beat marker to the first beat in the song will help. Using the waveform graph will definitely help in the process of clicking and dragging beat markers to compensate for tempo slips made by the musicians.
There are some ways to try to automate the tempo mapping process. It's not usually perfect, but it can give you a decent start on many songs that are in a #/4 time signature: http://customsforge....o-get-beat-map/
Neither promoting nor preventing the use of CDLC shows Ubisoft keeps a neutral stance on the matter. I don't think Songs2See is a very good comparison, it's more like an indie music training application than a commercial video game with paid DLC.
A simple example is to place a tech note with the desired bend strength for where the peak of the bend should be reached, and then a tech note with a bend strength of 0 for when the bend has become fully released. You can place 0 strength bend tech notes before or the bend to control how far into the note the bend begins.