| name | godot-genre-rhythm |
| description | Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation. |
NEVER Do (Expert Anti-Patterns)
Audio Sync & Logic
- NEVER use
Time.get_ticks_msec() / Time.get_ticks_usec() as the song clock; strictly use AudioStreamPlayer.get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency() (see rhythm_conductor.gd).
- NEVER process song logic in
_process(); strictly use _physics_process() or a conductor loop to ensure deterministic timing regardless of render frames.
- NEVER use
_process() to capture hit inputs; strictly use _input(event) to record the exact timestamp of the button press event.
- NEVER scale engine time_scale for song speed; strictly use
AudioStreamPlayer.pitch_scale to adjust speed and avoid globally breaking physics logic.
- NEVER neglect Audio Latency calibration; strictly provide a tool for players to adjust for hardware/Bluetooth delays (~30-100ms) to prevent "unplayable" sync issues.
- NEVER use
_process delta as the song clock; strictly read the conductor's get_song_time() (playback + mix โ output latency).
- NEVER move thousands of note sprites on the CPU; strictly use a Shader-Based Highway (UV scrolling) to offload track movement to the GPU.
- NEVER use
yield or await for beat timing; strictly use a sample-accurate Delta Accumulator tied to the audio clock.
- NEVER assume a constant BPM; strictly build your conductor to handle a Tempo Map for complex track changes.
Feedback & Performance
- NEVER judge inputs based on world position (pixels); strictly judge against the Song's Elapsed Time (ms) to ensure consistency across resolutions.
- NEVER play hit sounds with static pitch; strictly add ยฑ5% Random Pitch Variation to hit sounds to avoid the "machine gun" effect.
- NEVER use tight timing windows (e.g., <25ms) for all players; strictly use Wider Windows for Beginners to prevent immediate frustration.
- NEVER instantiate note nodes every beat; strictly use Object Pooling to recycle note instances and prevent GC spikes during dense tracks.
- NEVER use standard Area2D signals for rhythmic hits; strictly Poll Inputs in the conductor loop to compare against target timestamps.
- NEVER calculate FFT for visualization on the main thread; strictly use AudioEffectSpectrumAnalyzerInstance for optimized engine-side analysis.
- NEVER allow note spamming/mashing; strictly penalize misses or break combos to maintain the game's integrity.
- NEVER use
load() dynamically during gameplay; strictly use ResourceLoader.load_threaded_request() to avoid thread stalling.
- NEVER forget to pause the conductor/ highway; strictly sync with the audio player's pause state to prevent notes from scrolling while the music is stopped.
๐ Expert Components (scripts/)
MANDATORY reads before implementing the matching system:
- rhythm_conductor.gd โ canonical audio clock
- input_judge_logic.gd โ time-window judging
- note_object_pool.gd โ pooled notes (no per-beat instantiate)
- latency_calibrator.gd โ player hardware offset
Original Expert Patterns
Modular Components
Do NOT load unused lanes: skip audio_spectrum_analyzer.gd unless building reactive viz; skip dynamic_bpm_handler.gd for constant-BPM tracks.
Script map: Baseline MusicConductor samples โ rhythm_conductor.gd; JudgmentSystem โ input_judge_logic.gd; chart spawn โ note_orchestrator.gd + note_object_pool.gd.
Core Loop
- Calibrate latency โ 2. Conductor clock โ 3. Spawn pooled notes โ 4.
_input judge โ 5. Score/combo UI
Decision Trees
Clock (one recipe)
| Need | Action |
|---|
| Song position | MANDATORY rhythm_conductor.gd get_song_time() |
| Visual highway | Position from song time / beats โ never _process delta integration as truth |
| Hit timestamp | Capture in _input / _unhandled_input, compare to note target time |
Systems
Do not re-inline MusicConductor / NoteHighway / JudgmentSystem / RhythmScoring classes in this skill โ load the scripts.
Skill Chain
| Phase | Skills | Purpose |
|---|
| 1. Audio | godot-audio-systems | Stream clock + latency |
| 2. Input | godot-input-handling | Timestamped hits |
| 3. UI | godot-ui-containers | Highway / HUD |
| 4. Perf | pooling / shaders | Dense charts |
| 5. Balance | godot-monte-carlo-balancer | Window difficulty bands |
Common Pitfalls
| Pitfall | Solution |
|---|
Time.get_ticks_* conductor | Use playback + mix โ latency |
Judge in _process | _input + song time |
| Instantiate per note | note_object_pool.gd |
MANDATORY for depth beyond decision trees and script catalog: rhythm-systems-deep.md. Do NOT Load on first-pass wiring โ use bundled scripts/ first.
Godot-Specific Tips
- Audio latency: Calibrate with
AudioServer and custom offset
- Input polling: Use
_input not _process for precise timing
- Shaders: UV scrolling for note highways
- Particles: Use
GPUParticles2D for hit effects
3. Hardware-Synced Latency Calibration
Calculate precise offsets by compensating for OS/Hardware latency.
## Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain โ do not preload the whole lattice.
### Official Documentation
- [Sync the gameplay with audio and music](https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html) โ Playback-position helpers (`get_time_since_last_mix`, output latency) that every BPM conductor and judgment window must use.
- [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) โ AudioStreamPlayer roles, pitch_scale for song speed, and how music reaches buses without breaking sync.
- [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html) โ Route Music / HitSFX / UI so judgment SFX never fight the track bus.
- [Importing audio samples](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html) โ WAV vs Ogg/MP3 tradeoffs for charts, hit clicks, and calibration tones.
- [AudioServer](https://docs.godotengine.org/en/stable/classes/class_audioserver.html) โ Mix/output latency APIs and bus-effect instances used by conductors and spectrum visuals.
- [AudioStreamPlayer](https://docs.godotengine.org/en/stable/classes/class_audiostreamplayer.html) โ Non-positional music/hit player API (`get_playback_position`, `pitch_scale`, pause) for the highway clock.
- [AudioEffectSpectrumAnalyzer](https://docs.godotengine.org/en/stable/classes/class_audioeffectspectrumanalyzer.html) โ Engine-side FFT effect for reactive highways without main-thread FFT work.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) โ `_input` / action press timing for lane hits instead of polling in `_process`.
- [CanvasItem shaders](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html) โ UV scroll patterns for GPU note highways that avoid moving thousands of sprites on CPU.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) โ Judgment splash, receptor pulse, and beat-synced scale pops without frame-tied lerps.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) โ Threaded chart/audio preload so dense tracks never stall the first note.
### Related Skills
#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) โ Audio latency project settings, bus layout names, and input map lane actions must exist before the conductor runs.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) โ Buses, stream players, spectrum instances, and sync-with-audio helpers this genre skill consumes for BPM clocks.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) โ Action maps, `_input` vs `_unhandled_input`, and event timestamps for lane press/release and anti-spam.
- [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) โ Typed Resources for NoteData/charts, signals for beat/judgment events, and deterministic timing loops.
#### Complements
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) โ Judgment labels, receptor flashes, and beat pulses should be Tween-driven, not per-frame scale hacks.
- [godot-shaders-basics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-shaders-basics/SKILL.md) โ Shader highways and spectrum-driven uniforms keep dense charts off the CPU.
- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) โ Hit sparks and combo flourishes via GPUParticles2D without instantiating VFX every Perfect.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) โ Score/combo HUD, calibration sliders, and lane receptor layout as Control trees.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) โ Persist A/V offset, scroll speed, and difficulty windows across sessions.
- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) โ Conductor / scoring / pool owners are typically Autoloads with a clear boot order.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) โ Beat, judgment, combo-break, and chart-finished signals need owner boundaries so UI never owns the clock.
#### Downstream / consumers
- [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) โ Escalate when note pools, highway draw calls, or mix callbacks still hitch after pooling and shader scroll.
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) โ Simulate timing-window width, scroll speed, and miss penalties against clear rates before shipping difficulty tiers.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) โ Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting rhythm concern.