1. Getting Started
Installation and Files
When you run the editor for the first time, it will automatically create a folder in your system: My Documents\Maestro\Levels
All your levels (.maestro files) will be saved to and loaded from this location. The editor will also associate .maestro files so you can open them directly with a double-click.
The Main Menu
The home screen is your operations center. From here, you can manage all your projects.
- Level List: This central panel shows all your saved levels. You can click on the column headers (Piece Name, Composer, Level Creator, Last Modified) to sort the list in ascending or descending order. A sort arrow (▲/▼) will indicate the current sort direction.
- Search Bar: Use the search field at the top to filter your levels by typing any part of the piece name, composer, level creator, or file name. The search is accent-insensitive, so searching "Dvorak" will also find "Dvořák".
- New: Create a level completely from scratch.
- Open: Load a selected level from the list to continue editing it. You can also double-click a level in the list.
- Import: Opens a file explorer to copy one or more .maestro files from any location on your PC to your Levels folder. This is the ideal way to add levels that have been shared with you.
- Delete: Permanently deletes the level you have selected in the list. Confirmation will be required.
- Refresh: Reloads the level list in case you have manually added or removed files.
- Clear Cache: Deletes temporary audio data. This can be useful for troubleshooting or freeing up disk space.
- Exit: Closes the application.
- Workshop: Opens the Steam Workshop browser to discover, download, vote for, and manage community-created levels.
On the right, you will find dropdown menus to adjust the Graphics Quality (Performance, Balanced, Quality, Ultra) and Display Mode (Windowed, Borderless, Fullscreen) of the application. On first launch, the editor will automatically detect your hardware (GPU and system memory) and select the most appropriate graphics preset. Your preferences will be saved for future sessions. You can also change the interface Language from its own dropdown.
2. The Editor Interface
When you create or open a level, you will enter the main editor interface. It is organized into five tabs that represent the workflow:
- Setup: Define the information, appearance, and instrumentation of your level.
- Audio: Load and mix the audio files for each instrument.
- Animation: Define the musicians' animations so they react visually to the music.
- Gameplay: The key part! Here you place the icons the player must follow to conduct the orchestra.
- Preview: Check how your level's "card" will look in the game.
At the top, you will always have a common toolbar with essential functions:
- Save: Saves all changes to the .maestro file (see Section 4 for full save behavior).
- Delete Icon: Deletes the selected gameplay or animation icon.
- Undo / Redo: Your best allies. They allow you to revert or reapply most actions.
- Help: Displays this user manual at any time.
- Return to Main Menu: Closes the current level and returns you to the Main Menu. If you have unsaved changes, a dialog will appear asking if you want to Save and Exit, Exit without Saving, or Cancel.
The Level Assistant
In the top bar you will find the Level Assistant button. While you work, it reviews your level every few seconds, and its colored badge tells you how many things could still be improved. Click it to open a window with one card per suggestion, sorted by importance (Important, Recommended, Tip).
- Fix it in one click: Many cards have a button that solves the problem for you (for example Sync all, Add lead-in bar, Sync audio, Create arrows, Import from MIDI or Convert articulations). Before changing anything, the assistant tells you exactly what will happen, and every fix can be undone with a single Ctrl+Z.
- Go to: Takes you to the tab where you can fix it yourself.
- Ignore: Hides a suggestion you don't need. Ignored suggestions are remembered for that level, and you can bring them back from Ignored at the bottom of the window.
- What it checks: missing level information, cover image or score PDF; musicians without audio or without a MIDI track; musicians not synced to the MIDI; the MIDI and the audio not starting together; music that starts in bar 0; tempo and time signatures that drift away from the MIDI; bars of music without conducting arrows; a missing final bar line; articulations of the MIDI that Maestro would not read; and whether the level has ever been saved.
3. Step by Step: Creating a Level
Step 1: The Setup Tab

This is the starting point. Here you define the identity of your work.
A. Piece Information
Fill in the text fields. This is the information players will see.
- Piece Name: Main title (e.g., "Symphony No. 5").
- Piece Sub-Name: Subtitle or movement (e.g., "I. Allegro con brio").
- Composer: The composer of the work (e.g., "Ludwig van Beethoven").
- Description: A brief description or fun fact.
- Level Creator: Your name or alias!
Note: Next to each text field, you'll see a character counter (XX / YY) to help you stay within the limits. It will turn red if you exceed the maximum length.
B. BPM and Visuals
- BPM: Sets the initial tempo of the piece. This value can be changed later in the Gameplay tab.
- Musical Period: Select the historical period of the piece from the dropdown: Renaissance, Baroque, Classical, Romantic, 20th Century, or 21st Century. This tag is automatically applied when uploading to the Steam Workshop for filtering.
- Cover Image: Select the cover art. Requirements: 16:9 format and a maximum resolution of 1920x1080.
- Score Art: The image displayed on the conductor's stand in the game. Requirements: 250:169 format and a maximum resolution of 4000x2704.
- Stage Screens: This toggle allows you to show or hide the large screens often present in certain concert halls.
C. Orchestra Selection
This is where the simulator comes to life.
- Concert Hall: Choose one of the eleven available concert halls. Each has different acoustics, appearance, and orchestra capacity:
- Grand Hall — Large symphonic venue with the biggest orchestra.
- Symphony Hall — Full-size concert hall for large ensembles.
- Classic Theatre — Theatre stage with some instrument restrictions.
- Royal Theatre — Elegant theatre with choir support and instrument exclusivity rules.
- Palace Room — Intimate chamber setting for smaller ensembles.
- Rehearsal Hall — Compact space for small groups and solo work.
- Starlight Hall — Large modern hall with warm wood and a starry ceiling.
- Studio Hall — Small auditorium, ideal for chamber groups and recitals.
- Cathedral — Majestic church with a long, reverberant sound.
- Aurora Hall — Modern hall with a cinema screen above the stage for live film concerts (see section E).
- Philharmonic Hall — Large modern hall with terraced seating around the stage.
- Layout: Some halls offer more than one arrangement of the musicians, such as Symphony Orchestra (the classic layout) or Symphonic Band (winds and percussion, without strings). This dropdown only appears when the chosen hall has more than one layout. When you change the layout, the instruments that fit are kept and the rest are set to 0.
- Presets: Set up the whole stage in one click: Empty stage, All instruments, Instruments and choir or Choir only. Only the options that make sense for the current hall and layout are shown. Choose Save current as preset… to store your own configuration (up to 30). Your presets work in any level and hall, adapting automatically to what the stage allows. To delete one of yours, apply it and press the trash button twice. Presets are saved on your PC, not in the .maestro file, and each one can be undone with a single Ctrl+Z.
- Instruments: Use the dropdown menus to select how many musicians you want for each instrument. The available options will change depending on the chosen hall. Some halls have exclusivity restrictions (e.g., you cannot have a piano and a harpsichord at the same time, or in some halls woodwinds and choir are mutually exclusive).
Tip: While setting up the orchestra, you can use the 8 camera buttons at the bottom to change the 3D view and see how your selection looks on stage.
D. MIDI Import (Optional but Recommended)
You can load a standard MIDI file (.mid) containing the score of your piece. This acts as a "digital sheet music" for the editor.
- Select MIDI: Click this button to load your file. Once loaded, the editor can use this data to automatically synchronize the tempo, animate the musicians, and detect playing techniques — all without you having to place every single icon manually. The MIDI file is embedded inside the .maestro file when you save.
When you load a MIDI file, the editor also prepares several things for you:
- MIDI track for each musician: Each musician gets the MIDI track that matches its name or instrument. The editor understands instrument names in many languages, part numbers (such as "Violin 2") and General MIDI instruments. It only fills in the dropdown of the Animation tab: Sync MIDI is never turned on without you.
- Tempo and time signatures: The tempo and time signature changes of the MIDI are imported into the Gameplay tab automatically (the same as pressing Smart MIDI Analysis).
- Articulations: Many notation programs write pizzicato, col legno, mutes and percussion instruments in a way Maestro cannot read directly (with MIDI channels, or with text markings such as "pizz.", "arco", "col legno", "con sord." or "senza sord."). The editor converts them into Maestro's format, so the musicians play them as written. The MIDI sounds exactly the same, and a single Ctrl+Z undoes the conversion. Technique changes are placed a little earlier (up to one bar, and only if there are no notes in between) so the musician has time to get ready. Musicians already synced to the MIDI are not changed. Single strokes and rolls of percussion are not converted automatically: you can mark them in the MIDI editor (see Step 3).
- Percussion: The percussion of the MIDI is shared out among the percussionists on stage (Cymbals, Auxiliary A, Auxiliary B, Snare Drum, Bass Drum): each one gets its MIDI track and its instrument changes. It is done again when you add or remove percussionists in Setup, and the Level Assistant tells you if one is missing (for example Auxiliary B for the triangle). A percussionist whose MIDI track you chose by hand is never changed, and a track you already prepared in the MIDI is used as it is. A single Ctrl+Z undoes it.
- Loading a new version of the MIDI: If you changed articulations in the MIDI editor and then load a corrected version of the MIDI, the editor asks Keep what you did in the MIDI editor? Choose Apply them to copy your pizzicato, col legno, mute and percussion instrument changes to the same notes of the new MIDI (same track, same pitch and same moment), or No, use the new MIDI as it is.
MusicXML (Optional)
Next to the MIDI there is a MusicXML field. A MusicXML file is the written score exported from your notation program (MuseScore, Sibelius, Finale, Dorico…), and it keeps details that a MIDI file loses, such as slurs and articulations. The editor uses it to improve your MIDI, so the musicians play more like the score. The button is enabled once a MIDI is loaded.
- Formats: .musicxml, .mxl (compressed) and .xml. MuseScore files (.mscz) are not read: in MuseScore, use File > Export > MusicXML.
- What it improves: Slurs: the notes under a slur overlap very slightly, so string players keep the bow moving and change it between phrases. Notes that are not slurred are separated a tiny bit so they don't overlap (very noticeable in tremolos). It also shortens staccato notes, makes accents a little louder, writes out tremolos as notes, adds pizz., arco, col legno and mutes, gives each percussion note its instrument, and passes the written dynamics (p, f, crescendo…) to Smart Dynamics.
- The MIDI decides: No notes are added or removed: only how they are played changes. If the MIDI and the MusicXML disagree, the MIDI wins. Parts of the score that are not in the MIDI are left as they are.
- 95% of the notes: At least 95% of the notes of the MusicXML must be in the MIDI. If not, the editor tells you that this MusicXML does not match this MIDI and changes nothing. For the best result, export the MIDI and the MusicXML from the same score and the same program, after your last change (MuseScore is recommended). Repeats, endings, D.C. and D.S. are followed just like in the MIDI.
- What is saved: The MusicXML file is not stored in the .maestro file: only the improved MIDI is. Its name and a check stay in Setup, and a MusicXML icon at the top right shows that the level used one (hover over it to see how many notes matched).
- Loading another MIDI: If you load another MIDI during the same session, the same MusicXML is applied to it again automatically. If it no longer matches, or you have reopened the level, the editor reminds you to add it again.
- Undo: Everything is done in one step: a single Ctrl+Z undoes it.
E. Screen Video (Aurora Hall)
Aurora Hall has a cinema screen above the stage, so you can create live film concerts: a video plays on the screen in sync with your orchestra. When you select this hall, the Screen video panel appears in this tab, and a video icon reminds you that this level always plays a video (the default one if you don't choose any).
- Add Video File: Opens the Select Screen Video window. Type the file name, use Search Video to pick a video from your PC (it is copied to your videos folder automatically), or Open Videos Folder to open My Documents\Maestro\Videos. The window tells you whether the video was found. Press OK to confirm or Cancel to keep your previous choice. To return to the default video, leave the field empty and press OK.
- Formats: .mp4, .webm and .mov. Recommended: .mp4, H.264, 1920x1080, 30 fps, 8-12 Mbps.
- Sync: The video starts with the music and follows Play, Pause and Stop, so it always matches the timeline.
- Video sound: If the video has sound, it plays through two speakers on either side of the screen, like in a cinema. For the best effect, use two mono audio tracks (left and right); a normal stereo track plays from the centre of the screen. You can mix it in the Audio tab (see Step 2).
Important: The video is not stored inside the .maestro file. Videos are very large and often protected by copyright, so the level only saves a small reference (name, file size and duration). The video must be in My Documents\Maestro\Videos to play. If it is missing, Maestro looks for the closest match in that folder and, if there is none, plays the default video, so the level always works.
Important Note: Preparing Your Audio Files
The Maestro Level Editor does not generate sound on its own; it needs you to provide the audio files. For this task, you will need to use external audio editing software (known as DAWs), such as Audacity (free), Reaper, FL Studio, Logic Pro, etc.
There are two main methods:
- Ideal Method (Separate Tracks or STEMS): The best way to work is by having a separate audio file for each instrument or section (e.g., violins.mp3, flutes.mp3, percussion.mp3). You can create these files by:
- Using a DAW with virtual instrument libraries (VST).
- Recording a real orchestra track by track. This method gives you full control over the mix within the editor.
- Quick Method (Stereo Mode): If you only have a normal stereo recording of the piece (a single .mp3 or .ogg file), you don't need to split it. In the Audio tab, switch to Stereo mode and load the file into the Stereo Mix track (see Step 2). You still choose the musicians in Setup: they decide who appears on stage and which sections take part in the gameplay. If that recording does not follow the tempo of your MIDI, Tap Tempo puts everything in sync with it (see Step 2).
- File names: If each file includes the name of its instrument (e.g., MyPiece - Violins I.mp3, MyPiece - Flute 2.wav), the editor can load all of them at once with Import stems (see Step 2).
- The preparation bar (bar 0): In Maestro, bar 0 is the conductor's preparation bar: nothing should sound in it, because the player gives those beats before the orchestra starts. If your music starts right at the beginning, don't worry: the editor can add that empty bar for you (see Step 2).
Step 2: The Audio Tab

Once you have selected the instruments and prepared your audio files, it's time to import them.
- Load Audio: Click the Open button on a track to load an audio file (.mp3, .ogg or .wav). Once loaded, you will see its waveform. You can select several files at once: they are mixed into that track (useful when a section has several parts, such as Flute 1 and Flute 2).
- Import stems: The Import stems button at the top of the Audio tab loads the files of all the parts in one go (.mp3, .ogg or .wav). Select them all: the editor reads each file name, skips the part that all of them share (usually the title of the piece) and puts each file in the track of its instrument. It understands instrument names in many languages, plurals (e.g., "Violoncellos") and numbered parts. Before loading, a window shows where each file will go, and tracks that already have audio are marked as replaced. When a section has several files (e.g., Horn 1, 2, 3 and 4), they are mixed into its track automatically; if together they are too loud, the volume is lowered slightly so they don't distort. Files without an instrument in their name are not loaded: you can load them by hand with the Open button of their track. Importing stems cannot be undone with Ctrl+Z. When it finishes, the Level Assistant checks that the audio and the MIDI are aligned.
- Bar 0 (button): At the top of the Audio tab, this button opens the preparation bar manager. It shows whether the MIDI has a preparation bar and in which bar the music starts, how many audio tracks are in place with the MIDI, and offers the action you need:
- Add lead-in bar: If the music starts right in bar 0, it adds an empty bar at the beginning. The MIDI, all the audio tracks, the gameplay and animation icons and the score page turns move one bar later, all together, and a single Ctrl+Z undoes it. The audio is moved without re-encoding, so no quality is lost. You can keep the tempo of the first bar or choose the BPM of the new bar. The screen video (Aurora Hall) is not moved: the editor warns you so you can adjust it. If the music starts with a pickup (anacrusis), the assistant detects it, and you can leave it as it is with Ignore.
- Sync audio: Compares each audio track with the first note of its own instrument in the MIDI. Tracks that start one bar too early are delayed, and tracks that have the preparation bar twice are moved earlier. Everything is done at once, without losing quality, and undone with one Ctrl+Z. Tracks that cannot be checked are not changed, and the window tells you which ones to listen to.
- Align MIDI: If all the audio starts a whole number of bars after the MIDI, only the MIDI (and the icons) move to match the audio.
- Remove lead-in bar: Removes the preparation bar, but only if it was added with this tool and you haven't closed the level since, and only if nothing sounds in it. A bar 0 that came with your original MIDI or audio is never removed: if it shouldn't be there, fix it in your notation program or your audio files and import them again.
- Tap Tempo (button): At the top of the Audio tab. Use it when you replace the audio with another recording of the same piece, for example a real orchestra in Stereo mode: a real recording never follows the tempo of your MIDI exactly. Tap the beat of the recording and everything you already made (the MIDI, the gameplay and animation icons and the score page turns) is moved onto it. The audio itself is not changed.
- Before starting: choose whether you tap on Every beat or on Every bar (easier in fast pieces), and the bar and beat of your first tap (it is already set where the music of the MIDI starts). Tick Retouch only a section to fix just one passage: the tempo before and after it is kept, and the music starts a few seconds earlier so you can get into the beat.
- Tapping: press TAP (or Space) once to start the music, then tap on every beat until the end. The window shows the bar and beat of your last tap, the next one and the current BPM, and warns you if a tap is very different from the previous ones (a skipped or extra beat). Back 2 bars (Backspace) removes the last two bars and the music goes back a few seconds so you can pick up again. Esc pauses. You can Start again or cancel at any time.
- Precision: each tap is measured at the exact moment you press, and the delay of your speakers or headphones is subtracted. Press Calibrate once (12 clicks) for the best precision; it is saved on your PC. Wired headphones are more precise than wireless ones.
- Applying: when the audio ends (or with Finish), a summary shows what will change and points out taps worth checking, fermata icons you may no longer need (a real recording already holds the fermatas) and long silences before the music. The editor creates the BPM icons as if they came from a MIDI: small inaccuracies of your taps are smoothed, but real tempo changes are kept. If the recording starts too soon for bar 0, silence is added at the beginning of the audio without losing quality. Press Play with the metronome on (M) to check the result; a single Ctrl+Z undoes everything.
- Stereo waveform: The Stereo Mix track shows both channels: the left channel on top and the right channel below.
- Mixing: Each track has its own volume slider (in dB), a Mute (M) button, and a Solo (S) button that mutes all other tracks. At the top, you'll find the Master Volume controls.
You can also click directly on the dB value (e.g., "-3.5 dB") to type in a precise volume level. Additionally, each track has an Activation Toggle (checkbox) to completely enable or disable its audio output without changing the volume setting.
- Timeline and Controls: Use the Play, Pause, and Stop buttons to listen to your mix. You can drag the timeline's playhead to navigate through the piece.
- Metronome: Activate the metronome to help you synchronize the tracks.
- Audio Mode (Spatial mode / Stereo mode): Two toggles at the top choose how you provide the audio. Spatial mode (default) shows one track per instrument, for separate files (stems). Stereo mode hides those tracks and shows a single Stereo Mix track for a complete stereo file. Only the tracks of the active mode are saved with the level. Files already loaded in the other mode are kept while you work, in case you switch back, but they won't be saved.
- Stereo mode in Maestro VR: The mix comes from the stage and stays there when the player turns their head. When a section misses its entry, the part of the mix where that section plays is softened, so the orchestra still reacts to the player. For the richest 3D sound and full control of each section, separate tracks (Spatial mode) remain the best option.
- Video Audio track: In halls with a screen (Aurora Hall), an extra Video Audio track appears in both modes. It has no Open button because its sound comes from the video, but its volume slider, Mute and Solo work like on any other track. Your mix is saved with the level. If a player doesn't have your video, the default video (without sound) is used.
Important: The Audio tab will only be enabled after you have selected at least one instrument in Setup. The Animation and Gameplay tabs will not be enabled until you have loaded at least one audio file.
Step 3: The Animation Tab

For the orchestra to react visually to the music, you must set up its animations.
- Track Selection: Click on an instrument's name in the list to select it. The 3D view will focus on it.
The 3D view includes 4 specific camera position buttons for this tab, allowing different angles to view the selected musician. You can also use the Highlight Toggle button (eye icon) to darken the rest of the orchestra and focus solely on the selected musician. Each track displays the current animation state (e.g., "Play", "Idle", "Ah") and playback speed in real-time during playback. If a musician can play multiple instruments (like some percussionists), an indicator (e.g., "1/3 Cymbal") will show which instrument is active and how many are available.
- Track Tools: Each track has buttons to make editing easier:
- Copy (Ctrl+C): Copies all animation icons from the selected track.
- Paste (Ctrl+V): Pastes the copied icons onto the selected track. The editor will only paste icons compatible with the destination instrument.
- Clear (Alt+Delete): Deletes all icons from the selected track.
- Smart Animation: A powerful tool that analyzes the instrument's audio and automatically places the basic animation icons for you.
- Copy Range: Opens the Copy/Paste by Range panel for the selected animation track (see details below).
Understanding the Animation Icons
To animate, simply drag icons from the catalog on the left and drop them onto one of the 3 lanes of the selected instrument's track. The editor will automatically prevent you from placing an icon on an incompatible instrument (e.g., a "Pizzicato" on a flute). Each icon color represents a different type of action:
- Blue Icons (Looping Animations): These are the most common animations. They represent a continuous state that remains active until another blue or green icon appears.
- Examples: Idle (at rest), Ready (ready to play), Play (playing), Rest (long silence), Pizz (pizzicato for strings), Col Legno (striking the string with the wood of the bow), or Ah, Eh, Ee, Oh, Ooh (vowel shapes for the choir).
- Green Icons (One-Shot Actions): These are specific, non-looping actions that are executed instantly. After execution, the musician will return to the previous looping animation.
- Example: A Hit icon for a percussionist to strike a drum once.
- Orange Icons (Accessories / Instrument Swap): These icons trigger a change in the musician's equipment. This can be adding a small accessory (like a Mute) or completely swapping the instrument they are holding (e.g., a percussionist switching from tambourine to claves). Note that the editor distinguishes between these two types; an accessory icon cannot be placed on a musician if it represents an instrument they don't possess in that specific concert hall setup.
- Examples: Placing a Mute on a trumpet, or having a percussionist switch from a tambourine to claves.
- Purple Icons (Parameters): These icons do not change the animation itself, but rather modify how it is played.
- Animation Speed: Speeds up or slows down the current animation. You can set the desired speed value directly in the input field within the catalog before dragging the icon onto the timeline.
- Animation Direction: Inverts the animation's playback direction. This is especially useful for creating realistic up-and-down bowing movements for string instruments.
"Smart Animation" Function
Each track features a button with a magic wand icon. This powerful tool analyzes the audio of that instrument and automatically places the Idle, Ready, Play, and Rest (for long silences) icons for you. It's the perfect starting point for animating your orchestra.
For choir voices (Soprano, Alto, Tenor, Bass), Smart Animation goes further: it uses a built-in vowel recognition system with dedicated frequency profiles per voice type. Instead of generic "Play" icons, it automatically places Ah, Eh, Ee, Oh, or Ooh icons based on the spectral analysis of the audio, creating realistic mouth movements that change naturally throughout the piece.
Note: In Stereo mode there is no separate audio for each instrument, so Smart Animation analyzes the complete mix: musicians play when the orchestra sounds and rest during silences. Choir vowel recognition is not available in this mode.
Copy/Paste by Range (Animation)
Each animation track has a Copy Range button that opens a dedicated panel. This tool allows you to:
- Define a source range (start and end measure numbers) and a target start measure.
- All compatible animation icons within the source range will be copied and repositioned at the corresponding position in the target range.
- Icons already present in the destination range will be automatically replaced.
- The operation works within the currently selected track only.
- Supports full Undo/Redo.
MIDI & Automation Tools
If you loaded a MIDI file in the Setup tab, each instrument track will unlock powerful new features:
- MIDI Track Dropdown: Select which track from your MIDI file corresponds to this specific instrument (e.g., assign the "Violin 1" MIDI track to the "Violin I" musician). Your selection is saved inside the .maestro file.
- Smart MIDI (Button): Automatically places Play, Idle, and Ready icons on the timeline based on when the instrument plays notes in the MIDI file. This creates a perfect animation base in seconds. This button is disabled while Sync MIDI is active.
- Sync MIDI (Toggle): When enabled, the musician enters "Real-Time Mode". They will ignore manual animation icons and instead move in exact synchronization with the MIDI data. The behavior is tailored to each instrument family:
- Strings (Violin, Viola, Cello, Doublebass): Full bow synchronization with velocity-based speed, finger positioning on the correct string number, vibrato detection (with open string recognition), and automatic technique switching for Pizzicato and Col Legno via MIDI patch changes.
- Woodwinds (Flute, Piccolo, Oboe, English Horn, Clarinet, Bass Clarinet, Bassoon, Contrabassoon, all Saxophones): Finger positioning synchronized with played notes.
- Brass (Horn, Trumpet, Trombone, Euphonium, Tuba): Finger positioning synchronized with played notes, plus automatic Mute detection via MIDI patch changes for Trumpets, Trombones, Euphoniums, and Tubas.
- Percussion (Timpani, Snare Drum, Bass Drum, Cymbals, Auxiliary A/B): Hit animations triggered per note with velocity-based intensity. Timpani features intelligent alternating-hand logic and automatic look-ahead to anticipate the next drum position.
- Mallet Percussion (Xylophone, Glockenspiel): The mallets strike the correct bar for each note, alternating hands, and the arms follow them naturally. Between notes, the musician waits in the Ready position.
MIDI Sync data is cached after the first analysis, so toggling Sync on and off is fast. Both the MIDI track selection and sync state for each track are saved inside the .maestro file, so you don't need to reconfigure them when reopening a level.
- Sync all MIDI (Button): At the top of the Animation timeline, the Sync MIDI (n) button shows how many musicians have a MIDI track but are not synced yet. Press it to sync them all at once; a single Ctrl+Z undoes it.
- MIDI Info Panel: When a MIDI track is assigned and the timeline is playing, a real-time info panel appears showing: the current note name (e.g., C4) with a mini piano keyboard visualization highlighting the active note, MIDI number (e.g., 60), velocity, playing state (Playing/Idle/Ready), current technique (Normal, Pizzicato, Col Legno, Mute), and patch change information.
The MIDI Editor
Next to the MIDI Info panel there is a MIDI editor tab. It shows the notes of the MIDI as a piano roll, so you can see and change how each passage is played without using any other program.
- View: Choose the MIDI track in the dropdown (it follows the musician you select in the list) and use the zoom buttons. The notes are colored by articulation or percussion instrument, and the ruler shows the bar numbers.
- Selecting: Drag over the notes to select a passage (the selection snaps to sixteenth notes). A single click selects the whole passage. Right-click clears the selection.
- Articulations: With some notes selected, press Normal, Pizz., Col legno or Mute (Mute is only available for brass).
- Percussion: On percussion tracks, choose an instrument in the list and press Set instrument, or mark the notes as Single stroke or Roll (alternating hands).
- Detect articulations: Converts the articulations written by the notation program (with channels or texts such as "pizz.") in the whole MIDI, just like when you load it.
- Each change is undone with a single Ctrl+Z, and musicians synced to the MIDI are updated automatically. The changes are saved with the MIDI inside the .maestro file.
Step 4: The Gameplay Tab

This is where you design the conducting experience. Drag icons from the catalog on the left and drop them onto the lanes of the main timeline.
Global Structure Tools
At the top of the screen, you will find tools to automatically configure the structure of your song:
- Smart MIDI Analysis: (Requires loaded MIDI) Reads the tempo map from your MIDI file and automatically places all BPM and Time Signature changes on the timeline, ensuring the game is perfectly synced with the music. It also runs automatically every time you load a new MIDI file.
- Reset Timing: Deletes all structural icons (BPM/Time Signature) to start with a clean slate.
- Smart Dynamics: (Requires loaded MIDI) This button, next to the Dynamics lane, places pp, p, mf, f and ff icons automatically, reading how loud the notes are written in the MIDI (note velocity and the expression controllers CC1, CC11 and CC2). If the MIDI has no dynamics (every note at the same volume) or the audio is not aligned with the MIDI, it tells you instead of placing wrong icons. Ctrl+Z undoes it. If the MIDI was improved with a MusicXML, the dynamics written in the score (p, f, crescendo…) are used instead.
- Clear Dynamics: Deletes all the dynamics icons in one go.
Normal vs. Pro View
At the top-right of the Gameplay tab, you'll find toggles to switch between Normal View and Pro View. These correspond to the two different gameplay modes in Maestro VR and allow you to tailor the conducting experience for each difficulty level. While the timeline is shared, you can place icons specifically for each view if needed (though typically Normal View icons suffice).
The Icon Catalog
- Tempo: The 4 basic conducting gestures (Down, Left, Right, Up). They are the core of the gameplay. They automatically snap to the nearest beat.
- BPM: Place this icon to change the piece's tempo at a specific point. You can set the BPM value directly in the input field within the catalog before dragging the icon onto the timeline.
- Time Signature: Changes the measure structure. When placing it, you can configure advanced conducting details:
- Pattern: Choose how the player should conduct (e.g., "In Two" for fast pieces, or "In Three").
- Grouping: For complex meters, define the beat subdivision to match the musical phrasing: "3+2" or "2+3" for 5 beats, and "3+2+2", "2+3+2" or "2+2+3" for 7 beats. Time signatures can have up to 9 beats per measure; if your MIDI file contains a larger one, Smart MIDI Analysis will warn you so you can adjust the file.
- Dynamics: Sets the music's intensity (pp, p, mf, f, ff).
- Dynamics Changes: Icons of variable duration (crescendo/diminuendo) that you can stretch from their right edge.
- Structure: Special markers like Fermatas or the final End Bar of the work. Note: The End Bar line is unique — placing a new one will automatically remove any previous instance.
- Accents: Icons to indicate specific musical accents.
- Instruments: Indicates which instrument families should start or stop playing. This is essential for giving cues to specific sections of the orchestra.
"Smart Tempo" Function
Inside the "Tempo" section of the catalog, you will find two buttons with hand icons, along with two mode selectors (Right-Handed/Left-Handed) and two clear buttons. First, select the desired mode:
- Right-Handed Mode (default): Configures the smart buttons for a right-handed conductor.
- Left-Handed Mode: Configures the smart buttons for a left-handed conductor.
Then, use the Smart Tempo buttons:
- Right Hand Button (icon depends on mode): In Right-Handed mode, it generates standard Tempo patterns (Down, Left, Right, Up) for the right hand. In Left-Handed mode, it generates "dynamic" Tempo patterns for the right hand (icons only on pp/ff).
- Left Hand Button (icon depends on mode): In Right-Handed mode, it generates "dynamic" Tempo patterns for the left hand (icons only on pp/ff). In Left-Handed mode, it generates standard Tempo patterns for the left hand, mirroring the horizontal gestures (Left becomes Right, Right becomes Left).
- Clear Right Hand / Clear Left Hand: Removes all Tempo icons from the corresponding hand's lanes. Useful for regenerating patterns after changing the handedness mode or time signature.
Copy/Paste by Range Tool (Gameplay)
The Gameplay tab includes a powerful Copy/Paste by Range tool, accessible via the toolbar button. This tool allows you to:
- Define a source range (start and end measure numbers) and a target start measure where the icons will be pasted.
- Select which lanes to include in the operation using toggles: Dynamics, Right Hand (R/C/L), and Left Hand (R/C/L).
- Use the Select All / Deselect All button to quickly toggle all lanes.
- Icons in the destination range that overlap with pasted content will be automatically replaced (Smart Replace).
- The copy uses sub-beat precision based on event time, so icons are placed at the exact same relative position within the measure even in complex time signatures.
- BPM, Time Signature, and End Bar icons are never copied by this tool, as they are structural elements.
- The operation supports full Undo/Redo.
Step 5: The Preview Tab

This final tab shows you an exact replica of how your level's card will look inside Maestro VR, with the cover art, titles, and description you defined. It's the last step to make sure everything looks perfect.
Just like in the Setup tab, here you also have up to 12 camera views to observe your complete orchestra in real time.
From this tab you can also upload your level to the Steam Workshop (see Section 5).
4. Saving and Sharing Your Level
Saving
- First Save (Save As): When you save a new level for the first time, a "Save As" dialog will appear with a smart filename suggestion based on your Composer, Piece Name, and Sub-Name (e.g., "Beethoven_SymphNo5_AlleConBri"). You can edit the name before confirming.
- Quick Save: Once a level has been saved, pressing Save (Ctrl+S) will instantly overwrite the existing file without prompts.
- Renaming: If you change the Piece Name, Composer, or Sub-Name after the first save, the editor will detect the name change and present a dialog: Rename (renames the existing file), Save as New (keeps the original and creates a new copy), or Cancel.
- Conflict Resolution: If the chosen filename already exists, the editor will ask you to either Overwrite the existing file, Save as New (automatically adds a numeric suffix like "_1", "_2"), or Cancel.
- All files are saved inside the My Documents\Maestro\Levels folder.
Sharing
It's very easy! Simply go to your My Documents\Maestro\Levels folder, find your .maestro file, and share it. The other person will just need to use the Import button in their editor or place the file in their own Levels folder.
Levels with video: The video is not included in the .maestro file. Tell the other person which video to use and where to get it (for example, a download link or the original source), and ask them to place it in their My Documents\Maestro\Videos folder. For levels on the Steam Workshop, add this information to the level's description.
5. Steam Workshop Integration
Maestro Level Editor is fully integrated with Steam Workshop, allowing you to easily share your creations and discover levels made by the community.
Browsing the Workshop
Access the Workshop browser via the Workshop button in the Main Menu.
- Search & Filters: Use the search bar to find levels by title or creator. You can also filter by musical period using the Tag Dropdown.
- Sorting: The Sort Dropdown offers various ways to order the results, including Most Voted, Most Recent, Trending, Most Subscribed, items you've already Installed, your own My Items, and your My Favorites.
- Pagination: Use the Previous and Next buttons to navigate through pages of results.
Interacting with Levels
Each level displayed in the Workshop browser shows detailed information:
- Information: Cover image, title, description, author, update date, publication date, and file size.
- Author Color: The author's name is colored differently if it's you (cyan), a Steam friend (green), or a game developer (gold).
- Rating: Shows the community rating via stars and the total number of ratings.
- Voting: Use the Thumb Up/Down buttons to cast your vote. Your vote is saved locally and submitted to Steam. The buttons will update visually based on your vote.
- Favorite: Click the Heart button to add or remove the level from your Steam favorites. This state is also saved locally.
- Download/Install Status:
- Download Button: Appears if the level is not installed. Click to subscribe and download.
- Progress Bar: Shows the download progress percentage. Voting/Favoriting is disabled during download.
- Installed Icon & Uninstall Button: Appears once the level is successfully downloaded and copied to your local Levels folder. Clicking the Uninstall button will unsubscribe you from the item on Steam and delete the local copy.
- Backup of your files: If a downloaded level has the same file name as one already in your Levels folder, your local file is not lost: it is moved to My Documents\Maestro\LevelBackups with the date and time added to its name.
Uploading Your Level
You can upload your own levels directly from the Preview tab.
- Upload Button: Click the "Upload to Steam Workshop" button to open the upload dialog.
- Dialog Fields:
- Title & Description: Pre-filled from your level's Setup info, but you can edit them here specifically for Workshop. Character limits apply.
- Cover Image: Shows the image that will be used.
- Change Notes: Briefly describe what's new or fixed in this version (required for updates). Defaults to "Initial upload" for new items.
- Visibility: Choose who can see your item (Public, Friends Only, Private).
- YouTube Link: Optionally add a link to a video showcasing your level.
- Musical Period Tag: Automatically set from your Setup tab selection. This tag helps players find your level by filtering in the Workshop browser.
- Upload as New Item: Check this box if you want to force the upload as a completely new Workshop item, even if the level was previously uploaded (useful for major revisions or re-releases). If unchecked, the editor will update the existing item if it has a Workshop ID saved, otherwise it will create a new one.
- Upload Process: Clicking "Upload" starts the process. A progress panel will show the status (Preparing, Uploading Content, Uploading Preview, Committing) and a progress bar. An "OK" button appears upon completion or error.
- Workshop ID: When you upload a level for the first time (and "Upload as New" is unchecked), the unique Workshop ID assigned by Steam is automatically saved within your .maestro file. Subsequent uploads (without checking the box) will update that specific item.
6. Keyboard Shortcuts
Main Menu
- Ctrl + N: New Level
- Ctrl + O: Open Selected Level
- Ctrl + I: Import Level(s)
- Delete: Delete the selected Level
- F5: Refresh Level List
- Ctrl + Shift + Delete: Clear Cache
In the Level Editor
- F1 to F5: Switch between tabs (Setup, Audio, Animation, Gameplay, Preview).
- 1 to 0, -, =: Select camera views (contextual, up to 12 views depending on the tab: Setup[1-8], Animation[1-4], Gameplay[1-2], Preview[1-12]).
- Ctrl + S: Save.
- Ctrl + Z: Undo.
- Ctrl + Y: Redo.
- Spacebar: Play / Pause (in tabs with a timeline).
- Ctrl + . : Stop playback.
- M : Toggle Metronome.
- Delete: Delete the selected gameplay or animation icon.
- Ctrl + C / Ctrl + V: Copy / Paste icons on the selected Animation Track.
- Alt + Delete: Clear all icons from the selected Animation Track.
- Space / Backspace / Esc: In the Tap Tempo window: tap / back 2 bars / pause.
