Hello! This is something I made a little bit ago, but I decided to share it here now!
It’s my attempt at creating an engine for rhythm games on Roblox.
It creates the charts automatically based off of the song’s PlaybackLoudness.
I am on a tablet right now so can’t check it. But i think playbackLoudness is kind of not enough for a rhythm-based engine. They will release new audio API somewhere in the future, which includes an ability to read more audio data. Will check it out as soon as I can nonetheless
I’ve seen an engine that uses PlaybackLoudness before, and to say it’s bad is saying too little.
It’s a lazy method and entirely stops the possibility of harder charts that still sync with the music properly.
Here is a full list of what it does terribly:
Sync
Patterns
Hold Notes are non-existent
Consistency
Difficulty
BPM Switching
Getting notes where they need to be
Double Notes
Yeah, it does a lot of bad things.
For example of a good chart, look at this:
Note how it:
Changes BPM mid-way through
Constantly switches patterns after repeating one for a little
Is consistent
Syncs with the music properly
Has Double Notes
Has Hold-Notes
Is difficult
Has good patterns
Notes are where they should be
Of course human-made charts will always be better than automated ones, but with rhythm games you really want to avoid auto-made charts especially when they use the loudness = note method, since its just a terrible method.
You’re just better off making a system that reads data and loads based off that data, it’s slightly more complicated but you get much better results.