NEVER Do (Expert Anti-Patterns)
Audio Sync & Logic
- NEVER use
Time.get_ticks_msec()/Time.get_ticks_usec()as the song clock; strictly useAudioStreamPlayer.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_scaleto 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
_processdelta as the song clock; strictly read the conductor'sget_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
yieldorawaitfor 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:
- rhythm_conductor.gd — canonical audio clock
- input_judge_logic.gd — time-window judging
- note_object_pool.gd — pooled notes (no per-beat instantiate)
- latency_calibrator.gd — player hardware offset
Original Expert Patterns
- rhythm_conductor.gd - Song time = playback_position + mix − output latency.
- input_judge_logic.gd - ms windows vs song time (not pixel position).
- note_object_pool.gd - Recycle note instances under dense charts.
- latency_calibrator.gd - Calibration UI offset applied on the conductor.
Modular Components
- note_orchestrator.gd - Spawn/schedule notes from chart data.
- rhythm_scoring_system.gd - Score aggregation from judgments.
- score_combo_manager.gd - Combo / break rules.
- rhythm_ui_feedback.gd - Hit sparks / judgment labels.
- beat_synced_animator.gd - Visuals locked to conductor beats.
- note_lane_manager.gd - Multi-lane layout helpers.
- dynamic_bpm_handler.gd - Tempo map / BPM changes.
- audio_spectrum_analyzer.gd - Spectrum visuals (not the clock).
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
MusicConductorsamples → rhythm_conductor.gd;JudgmentSystem→ input_judge_logic.gd; chart spawn → note_orchestrator.gd + note_object_pool.gd.
Core Loop
- Calibrate latency → 2. Conductor clock → 3. Spawn pooled notes → 4.
_inputjudge → 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 — never _process delta integration as truth |
| Hit timestamp | Capture in _input / _unhandled_input, compare to note target time |
Systems
| Need | Action |
|---|---|
| Judgment windows | input_judge_logic.gd |
| Scoring / combo | rhythm_scoring_system.gd + score_combo_manager.gd |
| Chart spawn | note_orchestrator.gd + pool |
| Juice | rhythm_ui_feedback.gd / beat_synced_animator.gd |
Do not re-inline MusicConductor / NoteHighway / JudgmentSystem / RhythmScoring classes in this skill — 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 − 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 — use bundled
scripts/first.
Godot-Specific Tips
- Audio latency: Calibrate with
AudioServerand custom offset - Input polling: Use
_inputnot_processfor precise timing - Shaders: UV scrolling for note highways
- Particles: Use
GPUParticles2Dfor hit effects
3. Hardware-Synced Latency Calibration
Calculate precise offsets by compensating for OS/Hardware latency.
gdscript## 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.

