Playing a Song
Play → Play Song starts the scored song flow:
- Select Song — browse all downloaded songs and anything you’ve added to
~/Harmonicon/songs/(see Getting Started). Click a column header to sort by song name, band, genre, difficulty, your rating, mastery, or times played; click it again to reverse the order. Search accepts partial words and small typos. - Choose 2d or 3d with the switch beside Play. Play 2D uses a scrolling note highway; Play 3D puts the same notes on a lane in perspective. Both share scoring, timing, and the pause menu.
- Click a song once or use Up/Down to select it and inspect its details.
Click Play to start the selected song.
/focuses Search; Clear resets the search. Moving the pointer over other songs keeps your selection. - Confirm the physical harmonica you are holding. A 3-2-1 countdown then shows the song title and key before the chart and backing track start.
Select a song, then click its My rating stars to set the rating directly. The left half of a star chooses a half-star step; the right half chooses a full star. Click the current rating again to clear it to zero. Ratings range from zero to five stars in half-star steps (stored as 0–10). Mastery shows the accuracy from your latest completed gameplay, even when it is lower than an earlier result. — means no result has been recorded. Filter mastery cycles through all songs, unplayed songs, below 50%, 50–79%, and 80–100%; it combines with Search. Ratings and latest results are saved across restarts, separately for each song source. Times played counts completed song runs, including previously saved plays; click its column header to sort by the count.
When a repository check finds newer songs, an Update songs button appears above the catalog. Confirm it to download that repository’s latest version; the catalog refreshes when the download finishes. If a download fails, the existing songs remain available and you can retry the update. Checks are available in Options → Lessons & songs.
Removed and hidden songs
Updates keep your local copy of songs removed from a repository, including backing tracks. Select one to see Kept locally — no longer in … and its source repository. If it returns to that repository, the latest copy replaces the retained version and the warning disappears. Each repository keeps its own copies independently.
Delete song hides the selected song from that source after confirmation;
it keeps the files. Hidden songs stay hidden across updates and restarts,
even if their chart filename changes. A copy from another repository remains
visible. Exclusions are stored in hidden-songs.json beside settings.json.
To restore a hidden song, remove its entry from that file while the game is
closed.
Pickups and repeats
Some tunes start before the first full bar — the “and a” before bar 1. The game counts those opening notes as the end of an extra bar, the way a musician would: the metronome accents bar 1’s downbeat rather than the first note, and the beat guides and notation staff line up with it.
A song written with repeat signs plays them out in full. A repeated passage comes round again, first- and second-time endings are taken on the right pass, and every note of every pass is scored.
Lyrics
A song with words shows them karaoke-style under the notation staff: the current line lights up syllable by syllable as each one’s note is played, and the next line waits dimmed below it so you can read ahead. Songs without lyrics show nothing there.
Scoring
As notes reach the hit line, Harmonicon compares the pitch it hears against what the chart expects, at that instant:
- Perfect / Good hits, based on how close your timing was to the note’s onset.
- Miss, if the window passes with nothing (or the wrong pitch) played.
- Longer notes reward holding the correct pitch for their full duration, not just landing the onset.
- Special techniques — bends, vibrato, wah, overblow/ overdraw, and (chromatic only) slides — are validated on their own terms, not just “was some pitch playing”: a bend note checks you actually bent to the target pitch, a vibrato/wah note checks the oscillation rate you played matches what the chart asks for.
- Every note is a ribbon as long as the note lasts, in both Play 2D and Play 3D. Its bright front edge is the attack — play when it reaches the hit line — and the technique is drawn along it: a vibrato is a wavy line and a wah pinches the ribbon in and out, both spaced so each swing crosses the hit line at the rate the chart asks for (follow the ribbon and you’re wobbling at the right speed); a bend steps the ribbon’s bright core sideways, further for a deeper bend.
- Each technique note says what it wants. The note’s tab carries the
bend depth — one
'per half step, so-3''is draw 3 bent a whole step — and a short label beside the note gives the note to land on (→ A) or the wobble rate to play (vib 5/s: five swings a second). - A coach bar at the end of the track guides the technique as you play it. It sits between the highway and the hole strip, never moves, and uses large type. For a bend it runs from the unbent note on the left to the target on the right, with the target band in green; the marker is your pitch, so bending slides it right, and it turns green once you’re there (Bend more / Hold it / Too far). For vibrato or wah, a pale tick swings at the rate the chart asks for — copy it — and once you’re holding the note your own pitch (vibrato) or volume (wah) swings beside it, with Faster, Slower, Wider or Good at the end, judged exactly as the score is. Songs without bends, vibrato or wah don’t show the bar.
- Chords and octave-split notes only score when every note in the group sounds together — playing the same holes correctly but one at a time doesn’t count.
Every judgment shows on the note itself, not just in the readout by the hit line: a hit note’s ribbon widens for a moment and turns gold, its tab becoming a ✓; a missed one narrows, dims to red and gets a ✗ — so hit and miss are told apart by shape as well as colour. While you hold a long note, the part of its ribbon still above the line stays gold as long as the right pitch is sounding and goes grey the moment it drops out; on a vibrato or wah note the gold shimmers once the wobble is heard at the right rate, before the hold ends, so you can correct it in time.
A combo multiplier builds on consecutive hits and resets on a miss. The Results screen after each song is written as coaching, not just a scoreboard:
- Accuracy leads, with one observation under it — the single most useful thing the run showed: a technique that trailed your plain notes, too many notes that never sounded, hits that consistently came in late or early, or attacks with a neighbouring hole leaking. It only says something it has evidence for — one attempted bend is never “your bends need work” — and says “nothing stands out” when a run is solid.
- Timing as a distribution, not an average: an early / on-time / late bar with the counts. The one-click Input lag adjustment (see Calibrating Input Lag) appears only when your hits actually lean one way, since a wide scatter can average to a number without any lag being the cause.
- By technique, ranked by where practice would pay off most, always with the sample counts alongside.
- Practice missed section loops the two bars where you missed the most, using the same A–B loop the pause menu offers, and starts you there rather than from the top of the song. Leave it with Esc → Quit Song, or clear the loop from the pause menu to carry on through the rest.
For a lesson, the pass/fail verdict and how far you got toward its goal sit above all of that.
Pausing and quitting
Press Esc, or click the ⏸ button in the bottom-right corner, to pause mid-song — the on-screen button works the same as Esc, no keyboard required. The pause menu is two columns: Resume / Restart / Quit Song on the left, every practice aid on the right, so a slip of the mouse over one can’t misclick the other. The practice aids:
- Wait for Note — freezes the highway and music the instant an unhit note reaches the hit line, and holds there until you play it — useful for slowing down a hard passage without losing your place. There’s no way to “miss” a frozen note; it just waits.
- Practice Speed — a slider from 50% to 100% that slows the highway and metronome without pitch-shifting the audio; it mutes instead below 100%, so you never hear a chipmunked backing track.
- Adaptive Difficulty — off by default (turn it on in Options, under Audio); once on, a song’s notes unlock gradually as you clear each phrase cleanly, instead of throwing the full chart at you immediately. This is one setting shared by every song, not something you pick per song. To override a specific phrase, click its rectangle on the song-progress bar’s bottom strip (it highlights gold once selected) and drag the Learned slider that appears below — or flip the pause menu’s own toggle to switch it off/on immediately, mid-song (this also updates the Options-menu setting).
- A–B Looping — drag on the song-progress bar at the top of the screen to mark a section and loop it, for drilling one phrase repeatedly. Clear Loop removes it.
See the Controls Reference for every in-game keybinding.