I think that is probably the least of our worries tbh
Yeah, I mean, it's only the entire US tech industry that software patents cause issues with. Not like it's a major component of the US economy or anything... Oh, wait.

It may not be something to worry about for now. We'll just have to wait and see how the complex legal process plays out.
For Audiosurf, hopefully not. Will have to see. It should be pointed out that Audiosurf is prior art on this patent though. Audiosurf was released in February 2008 and this patent was filed in April 2009, a full year after Audiosurf's release.
I'd also argue that the patent is invalid on "this is an obvious technology application" grounds, although I may be speaking from my game design shoes in that respect and it might not be as obvious to others.
dont think beat hazzard would be effected actually, it doesn't pre anylise music, it is more or less directly tieing game variables to the music amplitude in real time, such as your weapons, 0dbu is full weapon power and volume, and anything below 0dbu is less than like -50dbu is prolly somewhere close to half power.
It depends how the patent is applied. There's nothing there that says specifies analysing before play or in real-time. That's fairly typical of US software patents though, they're made to be as broad-ranged as possible.
Beat Hazard definitely uses all 4 of the main points (602, 604, 606 and 608) shown in the patent though. It just does it in real-time whereas the other games mentioned analyse the music before hand.
Since it's written in nonsensical legalese, it's hard to tell exactly WTF the small print is on about half the time (it mentions Voodoo 3D cards at some points for instance, weird), but scanning it I can't see any contradiction to it applying to both pre-analysing and real-time. In fact it would seem to lean more towards real-time since user events are mentioned for altering the music as it plays as well.