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thedivergentai/game-dev-agentic-skills244 installs

godot-genre-rhythm

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.

How do I install this agent skill?

npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-genre-rhythm
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill provides a comprehensive and technically sound blueprint for developing rhythm games in Godot. It correctly focuses on audio synchronization, hardware latency compensation, and performance optimization via object pooling and shaders. No malicious patterns or security risks were identified.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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 − 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 ±5% 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.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. rhythm_conductor.gd — canonical audio clock
  2. input_judge_logic.gd — time-window judging
  3. note_object_pool.gd — pooled notes (no per-beat instantiate)
  4. latency_calibrator.gd — 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 → rhythm_conductor.gd; JudgmentSystem → input_judge_logic.gd; chart spawn → note_orchestrator.gd + note_object_pool.gd.

Core Loop

  1. Calibrate latency → 2. Conductor clock → 3. Spawn pooled notes → 4. _input judge → 5. Score/combo UI

Decision Trees

Clock (one recipe)

NeedAction
Song positionMANDATORY rhythm_conductor.gd get_song_time()
Visual highwayPosition from song time / beats — never _process delta integration as truth
Hit timestampCapture in _input / _unhandled_input, compare to note target time

Systems

NeedAction
Judgment windowsinput_judge_logic.gd
Scoring / comborhythm_scoring_system.gd + score_combo_manager.gd
Chart spawnnote_orchestrator.gd + pool
Juicerhythm_ui_feedback.gd / beat_synced_animator.gd

Do not re-inline MusicConductor / NoteHighway / JudgmentSystem / RhythmScoring classes in this skill — load the scripts.

Skill Chain

PhaseSkillsPurpose
1. Audiogodot-audio-systemsStream clock + latency
2. Inputgodot-input-handlingTimestamped hits
3. UIgodot-ui-containersHighway / HUD
4. Perfpooling / shadersDense charts
5. Balancegodot-monte-carlo-balancerWindow difficulty bands

Common Pitfalls

PitfallSolution
Time.get_ticks_* conductorUse playback + mix − latency
Judge in _process_input + song time
Instantiate per notenote_object_pool.gd

MANDATORY for depth beyond decision trees and script catalog: rhythm-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Godot-Specific Tips

  1. Audio latency: Calibrate with AudioServer and custom offset
  2. Input polling: Use _input not _process for precise timing
  3. Shaders: UV scrolling for note highways
  4. 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 — 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) — 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) — 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) — 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) — WAV vs Ogg/MP3 tradeoffs for charts, hit clicks, and calibration tones.
- [AudioServer](https://docs.godotengine.org/en/stable/classes/class_audioserver.html) — 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) — 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) — Engine-side FFT effect for reactive highways without main-thread FFT work.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — `_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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — 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) — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting rhythm concern.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/thedivergentai/game-dev-agentic-skills/godot-genre-rhythm">View godot-genre-rhythm on skillZs</a>