This is a project for Godot 4.3 which serves as a reference for some of the core systems you might need when creating a rhythm game.
MIT License
This is a project for Godot 4.3 which serves as a reference for some of the core systems you might need when creating a rhythm game.
A lot of the code has comments, though I tried to make it clear on its own. The audio pausing works when you pause the scene tree, not when you pause the stream itself, because it relies on the paused/unpaused notifications. The audio and video offset values you get from calibration both include input latency, which cancels out when subtracted. Looping audio isn't currently supported, so don't take too long during calibration. View layers include both speed and zoom changes, and only affect notes with the same layer index. Code in the utils folder isn't used by the game directly, but was helpful during development.