bfxr2-music-generator
# Bfxr2 MCP Server
[](https://opensource.org/licenses/MIT)
[](https://nodejs.org/)
[](https://modelcontextprotocol.io/)
A Model Context Protocol (MCP) server that provides music and sound effect generation tools using the existing Bfxr2 codebase.
## Table of Contents
- [Features](#features)
- [Installation](#installation)
- [MCP Server Configuration](#mcp-server-configuration)
- [Usage](#usage)
- [Architecture](#architecture)
- [Contributing](#contributing)
- [Changelog](#changelog)
- [License](#license)
## Features
- **Sound Effect Generation**: Create preset sound effects (pickup, laser, explosion, etc.)
- **Custom Sound Creation**: Full parameter control for custom sounds
- **Random Generation**: Generate random sounds with optional seeding
- **WAV Export**: Export generated sounds as WAV files (base64 or data URI)
- **Parameter Inspection**: View and modify sound parameters
- **Zero Code Duplication**: Uses existing Bfxr2 JavaScript files directly
## Installation
```bash
cd mcp
npm install
```
## MCP Server Configuration
To use the bfxr2 MCP server with Cline or other MCP clients, add this configuration:
```json
{
"mcpServers": {
"bfxr2-music-generator": {
"autoApprove": [
"list_presets",
"get_parameters",
"generate_sound_effect",
"randomize_sound"
],
"disabled": false,
"timeout": 30,
"type": "stdio",
"command": "node",
"args": [
"/path/to/your/bfxr2/mcp/src/server.js"
]
}
}
}
```
**Note:** Update the path in `args` to match your actual bfxr2 installation directory.
## Usage
### Start the MCP Server
```bash
npm start
```
### Available Tools
1. **generate_sound_effect**
- Generate preset sound effects
- Types: pickup, laser, explosion, powerup, hit, jump, blip
- Optional custom parameter overrides
2. **generate_named_sound**
- Generate sounds from precomputed named presets
- Presets: cry, pluck, splash, droplet, rip, woof, pushrock, glass, bark, powerdown, smallbark, bounce
- Each preset has carefully tuned parameters for specific sound characters
3. **create_custom_sound**
- Full control over all sound parameters
- Specify waveType, frequency, envelope, effects, etc.
4. **create_sound_with_wave**
- Create sounds using wave type by name
- Wave types: Square, Saw, Sin, White, Triangle, Rasp, Tan, Whistle, Breaker, Bitnoise, FMSyn, Voice
5. **randomize_sound**
- Generate completely random sounds
- Optional seed for reproducible results
6. **mutate_sound**
- Create variations of the last generated sound
- Slightly randomizes parameters while maintaining general character
7. **export_wav**
- Export last generated sound as WAV
- Formats: base64 or data URI
8. **get_parameters**
- View current sound parameters
9. **list_presets**
- List available generator presets (pickup, laser, etc.)
10. **list_named_presets**
- List available named presets with descriptions (cry, bark, splash, etc.)
11. **list_wave_types**
- List all available wave types with descriptions
### Example Tool Calls
```json
{
"name": "generate_sound_effect",
"arguments": {
"type": "laser",
"customParams": {
"frequency_start": 0.7,
"attackTime": 0.1
}
}
}
```
```json
{
"name": "create_custom_sound",
"arguments": {
"parameters": {
"waveType": 2,
"frequency_start": 0.5,
"sustainTime": 0.3,
"vibratoDepth": 0.2
}
}
}
```
```json
{
"name": "generate_named_sound",
"arguments": {
"preset": "bark",
"filepath": "/tmp/bark.wav"
}
}
```
```json
{
"name": "create_sound_with_wave",
"arguments": {
"waveType": "Whistle",
"parameters": {
"frequency_start": 0.6,
"sustainTime": 0.4
},
"filepath": "/tmp/whistle.wav"
}
}
```
```json
{
"name": "mutate_sound",
"arguments": {
"filepath": "/tmp/mutated.wav"
}
}
```
## Architecture
The MCP server uses a lightweight wrapper approach:
- **bfxr-wrapper.js**: Provides minimal browser API mocks and loads existing Bfxr2 files
- **server.js**: MCP server implementation with tool handlers
- **No code duplication**: Directly imports from `../js/` directory
## Wave Types
| ID | Name | Description |
|----|------|-------------|
| 0 | Square | Classic square wave, good for retro game sounds |
| 1 | Saw | Sawtooth wave, raspy and buzzy |
| 2 | Sin | Pure sine wave, clean and simple |
| 3 | White | White noise, good for explosions and static |
| 4 | Triangle | Triangle wave, softer than square |
| 5 | Rasp | Periodic 1-bit noise, digital buzz |
| 6 | Tan | Tangent wave, potentially crazy/distorted |
| 7 | Whistle | Sin with overtone, breathy/hollow |
| 8 | Breaker | Quadratic wave, smooth and slick |
| 9 | Bitnoise | Periodic 1-bit white noise, glitchy |
| 10 | FMSyn | FM synthesis, dense and breathy |
| 11 | Voice | Digital voice sample |
## Named Presets
Pre-configured sounds with carefully tuned parameters:
| Name | Wave Type | Description |
|------|-----------|-------------|
| cry | Voice | A crying/whimpering voice sound |
| pluck | Voice | A plucked string instrument sound |
| splash | Sin | A water splash effect |
| droplet | Whistle | A water droplet sound |
| rip | Voice | A tearing/ripping sound |
| woof | Square | A dog bark/woof sound |
| pushrock | White | A heavy object pushing/scraping sound |
| glass | Whistle | A glass breaking/tinkling sound |
| bark | Rasp | A sharp bark sound |
| powerdown | White | A power-down/shutdown sound |
| smallbark | Rasp | A small/quiet bark sound |
| bounce | FMSyn | A bouncy/springy sound |
## Sound Parameters
Key parameters you can control:
- `waveType`: Wave shape (0-11)
- `frequency_start`: Base frequency (0-1)
- `frequency_slide`: Frequency sweep (-0.5 to 0.5)
- `attackTime`: Volume envelope attack (0-1)
- `sustainTime`: Volume envelope sustain (0-1)
- `decayTime`: Volume envelope decay (0.03-1)
- `vibratoDepth`: Vibrato strength (0-1)
- `vibratoSpeed`: Vibrato speed (0-1)
## Contributing
We welcome contributions! Please see [CONTRIBUTING.md](CONTRIBUTING.md) for guidelines on how to get started.
## Changelog
See [CHANGELOG.md](CHANGELOG.md) for a list of changes in each version.
## License
This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.
TDQS
Scored across 11 tools
Each tool targets a distinct action: creating from presets vs. custom parameters, listing different resource types, mutating vs. randomizing, and exporting. No two tools have overlapping purposes; descriptions clearly differentiate them.
The naming follows snake_case with a consistent verb_noun pattern (e.g., list_presets, create_custom_sound). Minor variation like 'create_sound_with_wave' (prepositional phrase) is slightly inconsistent but still clear.
11 tools is well-scoped for a sound generation server: discovery (list presets, wave types), generation (custom, presets, named), manipulation (mutate, randomize), export, and inspection. No unnecessary tools.
Covers the core workflow: listing presets, generating from presets, custom creation, mutation, randomization, export, and parameter inspection. Missing a tool to save custom presets, but the surface is largely complete for retro sound effects.