mc-rhythm-section

Arranges drums, bass, and harmony instruments into human-sounding rhythm section parts for ARR-SPEC fields.

128|16|Updated Sep 17, 2026
One-click install
npx skills add https://github.com/jtydhr88/music-composition-skills --skill mc-rhythm-section-jtydhr88
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: mc-rhythm-section
Source: https://github.com/jtydhr88/music-composition-skills/tree/main/plugins/music-composition/skills/mc-rhythm-section
Command: npx skills add https://github.com/jtydhr88/music-composition-skills --skill mc-rhythm-section-jtydhr88

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Programmed drums and bass often sound mechanical, and arrangers struggle to pick the right drum pattern, tempo, and feel for a given style. This Skill provides a decision workflow for rhythm section arranging and MIDI programming so parts sound played rather than generated. ## Core Features & Use Cases - Style-by-style drum pattern and tempo lookup: Covers rock, funk, R&B, hip hop, jazz, blues, Afro-Cuban, Brazilian, country, metal, and techno with kick/snare/cymbal roles, tempo ranges, feel (straight/swing/shuffle/half-time), and fill families. - Humanization techniques: Partial and per-instrument percentage quantization, push/pull offsets with millisecond magnitudes, linear drumming, ghost notes, and kit mapping across top/bottom/left/right. - Bass-kick relationship design: Three documented forms (locked, answering, interlocking) with style-specific conventions and bass writing rules. - Use Case: When filling the tempo, groove, push_pull, fill_policy, or bass_kick_relation fields of an ARR-SPEC for a city pop track, the Skill walks you through a five-step decision order and produces concrete values like a -12 ms bass push against a grid-locked drum reference. ## Quick Start Ask the agent to choose a drum pattern, tempo, and bass-kick relationship for your song's style and fill the groove fields of the ARR-SPEC.

Frequently Asked Questions about mc-rhythm-section

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I choose a drum pattern and tempo for a music style?▼

Follow the five-step decision order: define style and feel, pick a tempo range from the style lookup table, set the backbeat position, choose the bass-kick relationship, then select cymbal subdivision and fill family. Tempo ranges come from documented per-style tables covering rock, funk, jazz, Latin, and more.

How to make programmed MIDI drums sound more human?▼

Use partial quantization at 50-70 percent instead of 100 percent, quantize only some instruments while leaving others loose, add low-velocity ghost notes between main snare hits, and apply systematic push/pull offsets in milliseconds per part. Keep at least one instrument on the grid as a reference.

Should bass lock with the kick drum or avoid it?▼

There are three valid forms: locked (bass matches kick rhythm exactly), answering (bass fills gaps between kicks, common in electronic dance music), and interlocking (a per-bar mix of both). Choose based on the style's convention rather than defaulting to interlocking.

When is full quantization appropriate for drums?▼

Absolute quantization suits techno, house, electro, and EDM where the style demands a rigid grid. Even then, not every instrument in the full mix should sit on the grid, since uniform alignment across all parts is a generation artifact rather than a stylistic requirement.

Why do my drum fills sound like AI-generated music?▼

Fills placed at rigid four-bar intervals are a textbook AI tell. Give each fill a reason, such as lifting into a chorus or masking a section-length seam, and space them deliberately unevenly while matching the fill's note-value family to the style.

What is the difference between swing, shuffle, and half-time feel?▼

Swing plays with a triplet feel regardless of notation, shuffle plays the first and third triplet partials of each beat, and half-time moves the backbeat to beat 3 instead of beats 2 and 4. Swing also straightens progressively as tempo increases.