# Sequence Editor

### Creating blank `SongItem`

* Create a blank `SongItem` from the Create menu

<div align="left"><img src="/files/-M7GRDPIohM7vekdVcWS" alt=""></div>

In this example, I will try to create a variant sequence for the same songs.

<div align="left"><img src="/files/-M7GYckpSZzQkAmce-we" alt=""></div>

After creating the `SongItem`, fill in the bpm and drag in the relative `AudioClip`

<div align="left"><img src="/files/-M7GYgEqVJ8g2s401d_8" alt=""></div>

### Editing the `SongItem`

Double-clicking on the `SongItem` asset or by clicking the Edit notes button, the Sequence Editor will appear.

<div align="center"><img src="/files/-M7GZZCt4noYqOVDqzh1" alt=""></div>

Similar to step sequencing, by clicking on each beat, it will turn green and a beat will be created.

<div align="center"><img src="/files/-M7GZj8TsF3qYrS5Kdtw" alt=""></div>

And if you now play the game using the new `SongItem` we just created, you will see the note appeared as our sequence in the editor.

<div align="center"><img src="/files/-M7GZySloT2OPeoRrJsA" alt=""></div>

### Better Beat Editing

To preview and edit the beat faster, you can toggle the Play/Pause using the Space bar shortcut when focused on the Sequence Editor, and by clicking on the scale area, you can jump the play head to specific beat if needed.

<div align="center"><img src="/files/-M7G_4szwJ0vGnnFaeBk" alt=""></div>

### Performance Note

{% hint style="warning" %}
Sometimes using the Good Latency in the editor will give you a better audio previewing experience, since there will be Audio overhead for the Unity editor. You can temporarily switch between the DSP Buffer Size to prevent the lagging audio in the editor. While for runtime \[Build], it is better to switch back to Best Latency!
{% endhint %}

<div align="center"><img src="/files/nYq1gyJ8T5xLRWWjruJ7" alt=""></div>


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