RIFFBOUND®
FREE PLAY / VOL. 01
SOUNDCHECK
Instrument to play
YOUR STAGE IS WAITINGLET IT RIP.
HIT THE NOTE AT THE FRET LINE
YOUR SONG. YOUR STAGE.

Choose a background

When on, this song’s saved video starts behind the chart when you press Play, at your saved first-note timing. Turn off to use the concert stage while keeping the video and timing. This choice saves with this song. You can turn it on before choosing a video. Turning it on searches for a matching video if none is attached. You can also find a video below or paste your own link.

Search by this song’s title and artist through TheAudioDB. A matching YouTube link saves with the song. Some songs have no listed video, and YouTube may restrict embedded playback.

Find this song’s music video on YouTube ↗

Choose a matching music video, then paste its link below. The video plays behind every instrument’s chart, muted so your charted song supplies the audio. Music video edits may need a timing adjustment.

Use your own Guitar Hero Metallica gameplay footage, music video or concert clip. H.264 MP4 / WebM is recommended. Videos up to 500 MB can save on this device; larger videos play for this session. The video stays local and muted; your song supplies the audio.

Use a YouTube link (youtu.be, watch, Shorts or embed) or a direct HTTPS MP4/WebM video link. Vimeo and other video-page links are not supported. Linked videos stay muted and follow the same chart timing. They need internet access; saving keeps the link, not the video file.

No video selected for this song.

File and direct-link videos preview here. For YouTube, use Preview timing with chart to see it behind the notes. The starting position follows the timing below.

The video stays paused until the first note reaches the colored hit line, in Preview chart and Play track. Enter 0 to start at the beginning of your video, or 10 to skip its first 10 seconds. A negative number delays video playback further. Pause, restart and practice follow the chart.

Video starts at 0:00 when the first note reaches the hit line.

Replays the lead-in to the first note with your selected instrument, difficulty and video timing. No score is saved. Open Backgrounds / video again to adjust and retry.

Keep this video and its timing with the song in your setlist on this device. It loads again when you reopen the song. Uploaded files can play offline; linked videos require internet access. Videos up to 2 GB can be saved if there is enough free browser storage.

Save the selected video, timing, song audio and all charts together in one .riffpack file. Import it through Manage songs to restore them. Video limit: 2 GB. For linked videos, the backup includes the URL and timing instead of video bytes and needs internet access. Regular Export current song keeps the smaller chart-and-audio backup.

Videos up to 500 MB also save automatically. For larger videos, choose Save video to setlist after selecting or importing them. Keep a combined backup too; clearing this game’s browser data removes saved songs and videos.

GROW YOUR SETLIST

Add a song

Enter a song title and artist to find its chart and bundled audio when available. No audio upload is needed. You can also upload audio to chart your own recording.

No file needed: enter song title and artist below to find its chart and audio.

Searches use each instrument’s own chart. Missing charts are estimated only from that instrument’s isolated audio; isolation failure leaves the part unavailable.

For mixed band recordings: separates Drums, Guitar, Bass and Vocals locally before building missing charts. First use downloads a 130 MiB model plus its runtime; processing can take several minutes and needs substantial memory. Desktop Chrome or Edge is recommended; low-memory devices may fail. Original audio stays unchanged for gameplay. Separation and charts remain estimates. Cancel at any time; turn this off for already isolated recordings or a lighter mixed-audio estimate. Authored charts and verified Drum stems are preferred.

Chorus Encore is searched by song title and artist, with a separate check for Drum charts, including community charts without a quality-review badge. A listed part must contain playable Drum notes before it is imported. Matching Guitar Hero conversions are preferred. GH1–3 supply Guitar only; Drums require an actual drum chart from a later game or the community. Uploads must match source audio. Clone Hero Drum charts can also be verified with full-song-only packages. Verified saved charts are reused for the same audio. Missing Drum charts can use verified isolated Drum audio for an estimate; other missing parts use the song audio. If Drums are missing, Riffbound also checks reviewed published Onyxite and Grinnz / Onyxite MIDI sources. Those automatic downloads supply Drum charts only; audio is not included. Their notes are never attached automatically to another recording without audio verification. If your selected instrument has no matching chart, the lookup shows which other parts are available.

Searches downloadable MusicXML scores on Internet Archive after game charts, separately for Guitar, Drums, Bass and Vocals. Converts the parts actually written in the score into colored lanes and four difficulties. Availability varies; missing parts can still use audio estimates.

Use an uncompressed MusicXML export up to 4 MB, with a starting tempo and repeats written out. PDFs, photos and compressed MXL need a MusicXML export first. Score notes need timing review against your recording. Without audio, available score parts can be saved and previewed as a chart only.

Every upload searches matching community charts first when this option is on. Imported backups also check their estimated parts using the backup’s saved song title and artist. Use an Artist - Title filename or fill in both fields for new audio. Audio stays on your device.

Missing Guitar, Bass, Drums and Vocals parts are searched independently. Working authored charts saved with this recording keep their notes, difficulties and timing. Riffbound checks song length and tries other matching charts for missing parts. Parts without a usable chart use audio estimates.

With title and artist only, we’ll search Chorus Encore for Guitar Hero / Clone Hero charts, check for Drums, and retrieve the matching song audio when available. If Drums are missing, additional published Drum sources are checked. A chart-only result can be saved without music; attach the matching recording in Manage songs. If no authored chart is available, missing parts may use estimates from downloaded audio. Each part stays separate. If audio is unavailable, supported charts can still be saved and you can attach matching audio later.

MP3, WAV, M4A, OGG, FLAC and other audio your browser can open. 5 seconds–15 minutes, up to 80 MB per song. Saved on this device; no song links needed.

Automatic charts are estimates. Preview the notes before playing; isolated instruments give clearer results.

Checks for authored Guitar, Bass, Drums and pitched Vocals in a single package. Compatible ZIP/SNG downloads can load automatically; other hosts or formats need a manual download and conversion. The official YARG-only setlist is excluded.

For Wasteland — 10 Years, download the authored community package, then select that downloaded file here. It includes separate Guitar, Bass and four-lane Drums charts plus matching audio. This package’s host requires a manual download. Choose Drums above to load the authored version. Also accepts unencrypted single-song ZIP/SNG community packages containing all four authored instrument tracks. Official YARG-only, encrypted, RAR and 7z packages need a permitted compatible export; they are not imported directly.

Already playing your recording? Enter its real title and artist, then use the current-chart button below to search with that audio. If no matching authored chart is usable, your notes are kept. Names help chart lookup; they do not correct an audio estimate by themselves.

ON THIS DEVICE

Manage songs

Your audio and charts stay in this browser. Export a backup to move a song to another device or protect it from cleared browser storage.

Game version loading…

KEEP YOUR SONG

Export backup

Choose where to save your backup.

Download backup

If no file appears, check your browser’s Downloads list and allow downloads for Riffbound. You can also right-click or long-press Download backup to save the file.

If the save dialog is blocked, choose Save in new window. Your prepared backup follows you there; keep this game open until it arrives.

YOUR NOTES. YOUR ARRANGEMENT.

Chart files

Import a .chart or notes.mid file with its matching audio. Authored Guitar, Bass, Drums and pitched MIDI Vocals are supported. Supplied difficulty levels are kept.

Use song.ini from the same Clone Hero chart folder to include its chart delay, drum layout and MIDI hold settings.

Positive values move notes later in the audio. Tempo changes, the chart’s own offset and song.ini delay are included. Use the exact recording from that chart for the closest match.

Choose a chart to see its instruments, difficulties and note counts.

Supplied non-empty difficulties replace those levels for the matching audio. Other saved levels and instruments stay as they are. For a new part, missing levels are derived from the closest supplied arrangement and labeled generated.

Fretted notes, chords, holds and individual drum hits are supported. Open frets, sustained drum rolls, unpitched vocals and six-fret charts are not imported. MIDI Vocals use pitch pads, without microphone scoring. HOPO/tap, accent and phrase markings use Riffbound’s normal gameplay.

Export the open song

Export notes for editing. Keep the matching audio beside the chart; use Manage songs for a complete .riffpack backup.

TAKE A BREATHER

Paused

REPEAT. IMPROVE.

Practice a section

Play a fill or solo and see your section result. Section bests stay separate from full-song scores. Use Retry or press R to restart the same section with a fresh count-in.

By default, the section ends with your percentage and score. Practice again repeats the same section and speed. Slower playback also lowers the audio pitch. Highway speed changes note spacing without changing the song.

MATCH YOUR DEVICE

Timing calibration

Use the speakers or headphones you play with. Listen to the clicks, then tap in time with them. Keep tapping for the whole test.

Twelve beats. The first two help you settle into the rhythm.

Positive values give your taps more time; negative values move the hit window earlier. This adjusts playback timing, not which drum a color represents.

Feedback shows successful hits relative to the chart after calibration. It does not change scoring or adjust timing automatically.

TAKE THE STAGE WITH YOU

Install & play offline

Game updates download automatically while online and apply when you are between songs with your work saved. Open a saved In Bloom or matching Roam drum track to receive its latest chart corrections. Songs stay on this device and can be opened offline.

Update stuck? Repair updates · keeps saved songs ↗

On iPhone, open this link in Safari, then Share → Add to Home Screen. On Android, use your browser’s Install or Add to Home Screen option.

Keep a .riffpack backup of songs you want to keep. Clearing browser data removes local songs and the offline copy.

SOUNDCHECK

Find your rhythm.

Colored notes travel down the highway. Play them when they reach the glowing fret line near the bottom.

Choose Guitar, Drums, Bass or Vocals beside the chart. Switching parts during play restarts the track with a fresh score. While paused, choose a part and press Play. Preview switches keep your position.

Choose HIGHWAY STYLE above Backgrounds / video for Guitar Hero game-inspired highways. The choice works with all instruments and drum layouts and saves on this browser.

For a drum kit, guitar controller, gamepad or MIDI device, open Controllers / drums at Soundcheck. Assign each pad and pedal, test the inputs, then return to play. Four- and five-lane drum mappings save separately.

  1. Auto-chart your songChoose Guitar, Drums, Bass or Vocals above the upload button, then upload a full song or isolated track. Whole song builds all four charts; Separate parts builds the parts you check. Each part has its own preview and highway; the original song plays in every mode. Changing instruments rebuilds the song separately. Pick Easy, Medium, Hard or Expert, then choose Preview chart to watch the notes play automatically. Move Preview from to hear another part. Choose Play track or Play yourself when you are ready.
  2. Tap fretsPress D F J K L for green, red, yellow, blue, and orange. On a phone, tap the colored fret buttons.
  3. Hold + strumHold the matching fret keys, then press Enter at the right moment. Hold all the matching frets for chords.
  4. Play a vocal melodyVocal pitch runs from low to high across the five colors. Tap D F J K L or the matching pads and hold long notes. This mode charts the melody for pad play; it does not use your microphone or recognize lyrics. Other pitched instruments in a full recording can affect the estimate.
  5. Keep it ringingHold a fret through a long note's tail for extra points. Build a streak to reach a 4× multiplier.
  6. Play the drumsClone Hero community charts default to four lanes: D red, F yellow, J blue, K green, with no orange pad. Select 5 lanes under Difficulty to convert to separate cymbal/tom lanes. Pro markers are used when available; standard four-pad conversion is estimated. Guitar Hero drum charts default to five lanes. Their lanes run left to right: D — red snare, F — yellow closed/open hi-hat, J — blue tom, K — orange cymbal, and L — green floor tom. The orange pad / K and green pad / L are separate. Play both pads for simultaneous orange and green notes. Press Space or Enter for wide purple kick bars. Alternate both keys for fast kicks, or use the wide touch pedal. Play other simultaneous notes together. On a phone, tap the matching ring or the kick pedal.
  7. Unleash OverdriveAt 50% charge, press Shift on drums, Space on Guitar, Bass or Vocals, or the Overdrive button to double your multiplier. Escape or Pause opens Resume, Practice, Restart, Change difficulty and Quit. Changing difficulty restarts the song or practice section with a fresh score.

Easy uses fewer notes and simpler rhythms; Medium adds more notes; Hard adds denser fills and chords; Expert keeps every distinct detected note from the audio; Hard, Medium and Easy are reduced from that full chart. Rebuild an existing song’s instrument chart to apply updated audio charting. Guitar and Bass use three frets on Easy, four on Medium, and five on Hard/Expert. Drum lanes default to the source layout; choose four or five lanes for a saved song. Five-lane Orange and Green use separate inputs. Vocal melody keeps its five pitch colors. Space or Enter plays the drum kick; Shift activates drum Overdrive. This is free play: missed notes lower crowd energy, but the song keeps going. Practice can select the last missed section and play it at 25–100% speed in 5% steps. Retry restarts the current song or practice section. The keyboard shortcut defaults to R; change it or turn it off in Controllers / drums. Early/late feedback shows successful hit timing; turn it off in Timing if you prefer. The built-in track uses original synthesized music. Uploaded charts estimate instrument parts from the mixed audio; they are not exact transcriptions.

SESSION COMPLETE

That's a wrap.

0
FINAL SCORE
0%NOTES HIT
0BEST STREAK
0PERFECT HITS

CONTROLLER SOUNDCHECK

Connect. Assign. Play.

Connect your drum kit, guitar or gamepad to Windows, then press a button. Use your device’s USB cable, compatible wireless receiver, or USB-MIDI interface. Riffbound can read devices your browser detects; it cannot replace a missing hardware adapter.

Restarts the current song or practice section with a fresh score. Applies to every instrument and saves on this device. Retry and pause-menu Restart remain available when the key is off.

Select the connected device above, then choose its model to load the built-in setup. Guitar Hero Xbox 360 presets require browser-standard controller input; electronic kits use General MIDI notes. PS2, PS3 and Wii kits/guitars use their PC-compatible receiver or adapter. Standard input loads a preset; other layouts use Set up all controls once, then save automatically. Receivers and adapters must be connected first. EAD USB audio uses the soundcheck below. Saved custom assignments stay active until you choose Restore built-in layout.

Drum kit profiles and connection requirements

Stage Tour PC Drums (Coming Soon) has separate wireless USB dongle and wired USB-C choices. Automatic hardware mappings are pending physical verification; guided assignments can be saved now for browser-detected input.

Rock Band 4 Drums has a dedicated four-pad/kick controller profile for normalized PC input. Console receivers or instrument-mapping software may be required; nonstandard layouts use guided setup. Cymbal expansions need their own Add input assignments.

Guitar Hero Warriors of Rock has its controller profile and a separate compatible MIDI OUT profile. For MIDI, connect the kit’s MIDI OUT to a USB-MIDI interface’s MIDI IN, enable MIDI inputs, then select the interface. A MIDI IN jack does not send pad hits to the PC.

Yamaha, Roland and Alesis profiles load preconfigured note assignments: Yamaha GM-compatible notes, Roland TD-07 defaults, and Alesis Crimson defaults. Other modules and changed note assignments may require Add input. MIDI notes are already identified drum hits; they do not require audio sound learning.

Yamaha EAD50 MIDI support uses Enable MIDI inputs when a compatible driver, port and trigger configuration expose MIDI notes. USB audio alone does not identify each drum as MIDI. Use Audio drum recognition for an audio-only connection.

Stage Tour instruments and PC wireless dongles

Plug in each instrument’s PC USB dongle and pair it using the manufacturer’s instructions. Press a fret or pad, select the detected device above, then choose Stage Tour guitar/bass or drum kit and run Set up all controls. Four-pad drums use the four-lane setup; optional cymbals and a second pedal can be added with Add input. Hardware-specific presets remain unverified until tested on the released devices.

Stage Tour microphones are audio devices, not gamepads. Riffbound currently uses note-pad controls for Vocals and does not yet score sung microphone pitch. The drum audio soundcheck is for drums.

Built-in setups load when a supported device connects.

Audio drum recognition · experimental

Play your acoustic kit through the EAD’s USB TO HOST audio input or a microphone, without separate MIDI triggers. First teach Riffbound the sound of each drum. Recognition runs on this device; microphone audio is not recorded during soundcheck or play. The optional troubleshooting recorder below starts only when you press Record kit test; nothing is uploaded automatically.

Audio is off. Choose Connect audio to request microphone access.

If your browser blocks microphone access in this view, open Riffbound in its own tab ↗. Allow microphone access from the address bar/site permissions. A disconnected EAD or missing microphone will show an error here.

Allow microphone access when asked. Once names appear, select your EAD USB audio input and choose Reconnect selected audio. Route only your drums into that input: keep backing tracks and the EAD click out of its USB recording mix. Use headphones so song playback does not reach the microphone. Keep EAD effects low during soundcheck and play.

If the game reports hits while your kit is untouched, enable this and reconnect audio. It asks the browser to remove playback from the captured input. Soundchecks for this mode are saved separately. Learn the kit with the song stopped, then test with song volume on and the kit untouched before playing.

Song bleed reduction is off.

Microphone off

Learned Yellow hi-hat, Blue tom, Green floor tom and Orange cymbal and Kick get extra soft-hit sensitivity. Red snare keeps its normal sensitivity. Uncertain colors are still ignored.

For missed colors: play Yellow, Blue and Green separately during a song, then pause, open this panel and download the diagnostic. It keeps up to 256 recent hit measurements in memory while audio is connected, including learned sound profiles and match scores. No audio recording or automatic upload. Download before reconnecting or relearning.

Boost drum sensitivity applies Quiet kit (controlled boost) immediately, without reconnecting, and saves it for this audio input. It uses a gate four times higher than the old boost to reduce automatic hits from room noise and ringing. Very sensitive remains a manual option for exceptionally quiet input and can cause extra hits. If extra hits continue, select Normal. Sensitivity controls which hits are heard; the learned sounds still determine their colors. Start with Normal. Choose a lower gate for missed quiet hits, or raise it for room noise. Detection compares fresh attacks with recent ringing/noise. Fast-hit detection uses shorter repeat gaps for rolls, with a longer rebound guard for low drums. Dense ringing and ambiguous attacks may still be ignored. Recognition timestamps compensate for processing delay; use extra delay only to correct your USB input latency. Positive values move recognized hits earlier.

Follow each prompt: hit only that drum/cymbal three times, about one second apart. Soundcheck also learns ringing during the pauses after each strike. When relearning Yellow hi-hat, let each strike ring untouched for five seconds. Orange cymbal and Green floor tom listen for three seconds. Ready for next hit waits for that decay; after the third strike, learning finishes automatically after that listening period. For other sounds, let them ring out for at least one second before choosing Learn next sound. Use Test sound beside each learned drum to check it before playing. No music during soundcheck. Relearning Red snare, Yellow, Blue, Green and Kick also saves three separate strike samples to recognize natural playing variations. Use three separate strikes at your normal playing strength. All six sounds must be learned before play. Similar sounds show a warning but do not disable the kit; individual uncertain hits are ignored. You can relearn individual sounds below. Learned sound profiles save for this input in this browser. Reconnect and enable audio each visit.

For whole-kit play, learn the common overlaps after individual sounds. Follow seven groups of prompts: hit every named drum together once, let it ring, then choose Ready for next hit. Three hits per group. Use Learn next sound to continue. Keep the song stopped. Your individual drum sounds are kept; Cancel keeps completed groups. Test combinations before playing.

Learn simultaneous drum hits

After learning individual sounds, teach the kit combinations you use. Strike every drum named together, three times about one second apart, with no song playing. Start with Red snare + Yellow hi-hat + Kick. Only learned combinations can produce multiple colors. Individual hits never use guessed two-drum mixtures. Test each combination before playing; sound recognition may still miss dense fills or uneven hits.

Recognized hits appear here. Testing does not score.

Four lanes: Red snare, Yellow hi-hat, Blue tom, Green cymbal/floor tom. Five lanes: Red, Yellow, Blue, separate Orange cymbal and Green floor tom. Learned combinations can include three simultaneous drums; multiple colors require a learned combination, preventing guessed extra pad hits; dense fills, ringing cymbals, similar sounds and background music may be missed or confused. Uncertain and clipped sounds are ignored. Audio mode suppresses MIDI/gamepad drum hits to avoid double scoring; keyboard/touch remain available. Audio-play best scores are separate.

Listening continues when you close this panel so you can play. Stop audio ends capture immediately; hiding/leaving the page or losing window focus also stops it. Pause blocks scoring. If the input disconnects, reconnect it here. This is an experimental sound classifier, not verified EAD hardware compatibility.

Record kit audio for troubleshooting

Record kit test listens with the song stopped for up to 45 seconds. Record during gameplay keeps recording the same selected EAD input after this panel closes, for up to 90 seconds. Choose Play track next and keep this window focused. Play each drum separately (snare, hi-hat, tom, cymbal, floor tom, kick), using soft then normal hits; finish with a fast roll. Recordings stay in this tab until you download them. Nothing uploads automatically. The gameplay recording continues when you close this panel. Use Stop recording above the highway or return here to stop and download it. Stopping the input or leaving Riffbound ends recording.

Recording is off. Connect audio, then press Record kit test.

Yamaha EAD drums
First-time Windows setup · Yamaha drivers

Install the Yamaha driver on your Windows PC once. A website cannot install a Windows device driver; it is separate from Riffbound’s built-in drum mappings.

These open Yamaha’s official download pages. Choose the driver supported by your EAD model, Windows version and computer, and follow Yamaha’s license and installation guide. EAD10 MIDI-only use and USB audio can require different drivers; check your model’s instructions.

  1. Download the supported Windows driver from Yamaha and extract its installer.
  2. Run the installer on this PC. Follow its connection, permission and restart instructions.
  3. Connect the EAD’s USB TO HOST port with a USB data cable, then reload Riffbound.
  4. Choose Enable MIDI inputs, allow access, and select the EAD input. Named EAD models load their built-in drum mappings automatically.

Already installed? Connect the EAD and enable MIDI. Riffbound can list available MIDI inputs, but it cannot check your Windows driver installation or install it on another computer.

Playing with the EAD sensor alone: Use Audio drum recognition above for experimental sensor-only acoustic play. Run its kit soundcheck and choose your EAD USB audio input. The MIDI setups below apply to separate trigger/pad note messages; installing a driver does not convert microphone audio to MIDI.

Connect your EAD’s USB TO HOST port to the PC with a data cable. On Windows, install Yamaha’s driver, then choose Enable MIDI inputs. Named EAD10, EAD20 and EAD50 inputs load their built-in setup automatically. For a generic USB-MIDI input, select your model above. Yamaha driver and setup guide ↗

Built-in five-lane notes: Red snare 38 · Yellow hi-hat 42 · Blue tom 48 · Orange cymbal 49 · Green floor tom 41 · Kick 36. Alternate standard notes are included for rims, open hi-hat, more toms, crash/ride/bell cymbals and a second kick. Four-lane play combines cymbals/toms into the chart’s four colors automatically. Pause uses Escape and Overdrive uses Shift, or assign spare MIDI controls below.

These are Riffbound’s built-in percussion-note assignments; Yamaha scenes can change outgoing note numbers. If your scene differs, set its notes to the numbers above or customize only the controls that differ. Each playable drum needs a trigger/pad sending a distinct MIDI note; the MIDI preset cannot identify separate lanes from the microphone mix. Use Audio drum recognition above for that experimental route. EAD setups and custom assignments save in this browser. Riffbound does not change settings on the module.

Standard gamepads have controls ready for Guitar, Bass, vocal pitch pads and both drum layouts. Recognized standard-mapped Guitar Hero drum kits and guitars load their instrument setup automatically. If Windows gives your Xbox kit a generic controller name, select Guitar Hero Xbox 360 drums once above. MIDI drums load their General MIDI assignments after you enable access. The song selects its four- or five-lane layout automatically.

LIVE INPUT TEST

Waiting for a hit…

Assigned rows flash when you hit them. Testing here does not score or play the song.

World Tour Xbox 360 preset: choose a controller that Windows exposes with standard button mapping and the five-lane drum layout. Orange cymbal and kick use separate inputs. Xbox 360 wireless drums require their PC receiver for this route, as in Guitar Hero World Tour on PC. For other mappings or MIDI, assign the controls individually.

Custom mapping is optional for supported setups. To customize, choose Add input, strike one pad, cymbal or pedal and release it. Some kits send a button combination for one pad. You can add alternate inputs to the same action. MIDI pitch pads use C4, D4, E4, F4, G4; C5 strums, D5 activates Overdrive, E5 pauses. Vocal mode plays pitch pads and does not score microphone singing. MIDI requires browser permission; desktop Chrome or Edge is recommended. Unknown device layouts need custom mapping. Stage Tour hardware compatibility still needs testing with a physical kit.

OPTIONAL · MANUAL NOTE EDITOR

Edit chart

See and edit the notes already in your song. Preview starts at the beginning and plays through the full song by default. Enable Repeat selected section only when you want a loop. Highway view moves them toward the hit line, like playing. Drag notes live while preview plays, or pause for precise edits; Timeline view gives a flat timing grid. Edits affect only the selected instrument and difficulty. Other parts and original audio stay intact.

Choose Add note on highway, then click a lane.
Tell the editor what to do · optional

Type an edit below, review the exact notes and times, then apply it to your draft. Instructions affect only this instrument and difficulty. “First”, “third”, “both” and “all” refer to notes in the visible section. Choose a note first to use “selected note”.

Examples: add red at 1:06.2 · remove the third red · move both blue notes earlier by 80 ms · change selected note to green · fill at 1:06 red red blue green every 0.18 seconds. A fill replaces existing hits inside its shown time range; unspecified spacing uses half a beat.

The existing chart is shown immediately. Play or resume to watch it move with the audio; with Move notes while playing enabled, grab a moving note and drag it without stopping the song. Release to commit the move. Turn it off if you prefer clicking a note to pause. Select a note and drag it to a new lane or time. Choose Add note on highway, then click the lane and position to place a hit. To use a precise timestamp instead, enter it below and choose Add at entered time; choose Delete note to remove them. Simultaneous drum hits share the same time in separate lanes. Use the note list and fields below for precise or keyboard edits.

Notes in this section · select to edit

Edits stay in a draft until Save edits succeeds. Close to discard unsaved edits. Save, then export a backup to keep a copy.