nobu
Project Initialization: Create a multi-layer MIDI project with a name and initial BPM.
Scale and Mood Guidance: Suggest musical scales and pitch palettes based on game scene moods (e.g., combat, exploration, magical). Generate specific scales (major, minor, modes) from any tonic.
Layered Composition: Add independent instrument layers (melody, harmony, bass, drums) with custom rhythms, lengths, MIDI channels, chiptune programs (NES pulse, triangle, etc.), drum sounds (kick, snare, hihat), velocities, and swing offsets.
Tempo Control: Schedule precise BPM changes at specific beats for dynamic pacing.
Project Inspection: List all layers with note counts and durations.
MIDI Export: Export as a single multi-track .mid file with loop metadata for game engines (Godot, Unity, FMOD, Wwise).
Audio Rendering: Render MIDI to audio in multiple modes: pure chiptune, hybrid (SoundFont drums + chiptune melody), full SoundFont, or automatic mode with fallback to chip. Output WAV/OGG files.
Rendering Utilities: Check rendering capabilities (FluidSynth, SoundFont health), discover available SoundFont files, and manage fallback behavior.
Enables composing and exporting multi-track chiptune/retro MIDI files, with support for scales, layers, tempo changes, and loop metadata.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@nobucompose a upbeat chiptune battle theme for a forest level"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
nobu
Game-agnostic MCP toolkit for composing chiptune / retro MIDI and rendering game audio.
Plug nobu into Cursor, Claude Desktop, or Kilo Code. Ask an agent to compose a stage theme — get a real multi-track .mid, then render to .ogg / .wav for your engine.
nobu ships no game-specific data. Your project supplies tonic, mood, and biome params.
agent / examples ──► nobu MCP ──► assets/midi/{project}.mid
│
assets/soundfonts/*.sf2 ──┐ ▼
└─► render MCP / scripts ──► output/audio/{project}/wav|ogg/Agent-ready?
Cursor / Claude Code / Kilo (opened on this repo): yes — after clone the agent should read AGENTS.md / CLAUDE.md, run python scripts/bootstrap.py --no-prompt, reload MCP, and be ready. Humans can run python scripts/bootstrap.py without flags for an interactive optional-upgrade menu. Rules/skills ship in-repo (.cursor/rules, .claude/skills); MCP/Kilo configs are generated locally by bootstrap (templates: .mcp.example.json, .kilo/kilo.example.jsonc).
Cursor caveat: new project MCP servers start disabled (Cursor security). After bootstrap + reload, toggle nobu on once under Settings → MCP (or Customize → MCP). Stays on for that workspace afterward — we cannot force-enable from the repo.
Claude Desktop: almost — same bootstrap, but the agent must also merge the MCP snippet into the global claude_desktop_config.json (Desktop does not auto-load project .mcp.json).
Not magic: python must be on PATH; open the cloned folder; reload after bootstrap; on Cursor, enable nobu once if it appears disabled.
Related MCP server: cochlea
Paste this to your agent
Clone https://github.com/francescojr/nobu.git (sibling folder or into this workspace).
Read AGENTS.md (and CLAUDE.md if present) and run: python scripts/bootstrap.py --no-prompt
If this is a game project, also run: python scripts/bootstrap.py --integrate <this_project_root> --no-prompt
Reload MCP. In Cursor, enable server "nobu" if it is disabled (Settings → MCP).
Confirm tools: compose (start_project … export_midi) + Mega Drive (export_megadrive) + render (render_project / render_all_modes).
Then follow .claude/skills/game-music-producer/ — deliver MIDI, audio, and/or VGM when I ask.Integrating into an existing game:
Set up https://github.com/francescojr/nobu as our game-music MCP.
Clone it next to this repo, run python scripts/bootstrap.py --integrate <absolute path to this project> --no-prompt,
reload MCP, and confirm tools work. Do not hardcode our game data into nobu.Agents follow AGENTS.md. Bootstrap rewrites project-local .cursor/mcp.json + .mcp.json + .kilo/kilo.jsonc to the local venv (never global Cursor MCP).
Fastest path to sound
Human (interactive menu for optional upgrades):
git clone https://github.com/francescojr/nobu.git
cd nobu
python scripts/bootstrap.py
# → optional menu for tinysoundfont / FluidSynth / ffmpeg hints
# → reload Cursor/Kilo → enable nobu once → ask your agent for musicAgent / CI (no prompts):
python scripts/bootstrap.py --no-promptProve audio works (no MCP):
python scripts/bootstrap.py --no-prompt --smokeOptional upgrades later:
python scripts/bootstrap.py --with-render --no-prompt # hybrid drums (pip)
python scripts/bootstrap.py --doctor # re-check deps
# SF2: copy your .sf2 → assets/soundfonts/default.sf2 (see assets/soundfonts/README.md)
# Kilo: Settings → MCP → nobu → Network Timeout → 5 minWorks out of the box vs optional
After bootstrap | Works? |
Compose + render chip via MCP | Yes (use |
Render hybrid | Needs |
Render sf2 | Needs FluidSynth CLI + your |
OGG on Windows |
|
Quick start (manual)
git clone https://github.com/francescojr/nobu.git
cd nobu
python scripts/bootstrap.py
# creates .venv, installs deps, writes .cursor/mcp.json, optional upgrade menuThen reload MCP. In Cursor: Settings → MCP → enable nobu once if disabled. Full notes: SETUP.md.
Demo without MCP
python examples/demo_biome_ost.py
python scripts/render_midi.py --mode chip # always works, no SF2 needed
# → assets/midi/*.mid and output/audio/{project}/wav|ogg/Render modes (chip / hybrid / full SF2)
Mode | What you get | Requirements |
| Pure chiptune | None (default path without SF2) |
| SF2 drums + chiptune melodic |
|
| Full SoundFont (all instruments) |
|
| Best available | Never fails — degrades to chip |
Full SF2 always does FluidSynth → WAV, then converts to OGG (prefer ffmpeg on Windows). FluidSynth is not asked to write OGG directly.
python scripts/render_midi.py --mode chip
python scripts/render_midi.py --mode sf2 --soundfont assets/soundfonts/default.sf2
python scripts/render_track.py assets/midi/biome1_calm.mid --mode hybridFolder layout
Path | Purpose |
| MCP server entrypoint ( |
| Checklist agents run after clone |
| One-shot setup (venv, deps, Cursor |
| Kilo Code v7+ config ( |
| Generated / authored |
| Your |
| Rendered audio root — |
| Shared render library (CLI + MCP) |
| Batch MIDI → audio ( |
| Single-file render (same modes; SF2 → WAV → OGG) |
| Generic 4-biome × calm/combat demo |
| Agent skill + theory references |
Env overrides: NOBU_MIDI_DIR, NOBU_OUTPUT_DIR, NOBU_SF2 (also FLUID_SYNTH_SF2).
MCP tools
Tool | Role |
| Create an empty multi-layer project |
| Map scene mood → scale + pitch palette |
| Build a scale from tonic + type |
| Add melody / harmony / bass / drums (string drum names OK) |
| Schedule BPM changes (horizontal resequencing) |
| Inspect layers before export |
| Write |
| Builtin FM patches / optional BYO PCM readiness |
| MIDI → Mega Drive |
| Render one mode: chip / hybrid / sf2 / auto |
| Pure chiptune render shortcut |
| SF2 drums + chip melodic shortcut |
| Full SoundFont render shortcut |
| chip + hybrid + sf2 in one call |
| FluidSynth / SF2 / ffmpeg health check |
| Discover |
Audio output: output/audio/{project}/wav/ and .../ogg/. Mega Drive: .../vgm/.
Mood keys: safe_exploration, heroic_exploration, nostalgic_town, melancholic_dungeon, hostile_exotic_biome, magical_dreamlike, combat, victory, classic_retro.
SoundFonts
Place your own .sf2 at:
assets/soundfonts/default.sf2Or set NOBU_SF2=/path/to/yours.sf2. Re-check: python scripts/bootstrap.py --doctor or MCP get_render_capabilities.
Without a soundfont, chip render always works via the built-in NES-style synth. Hybrid/sf2 modes fall back to chip until you add a soundfont.
Mega Drive / VGM (SGDK)
Export a console-ready VGM after compose:
python scripts/export_megadrive.py assets/midi/my_track.mid --json
# → output/audio/my_track/vgm/my_track.vgmMCP: get_megadrive_capabilities → export_megadrive("my_track").
Builtin FM patches + PSG noise drums always work. Optional BYO patches/PCM live under assets/megadrive/ (not shipped — same policy as SoundFonts). See assets/megadrive/README.md. Point your SGDK .res at the VGM (XGM name "file.vgm"); rescomp runs xgmtool in the game project.
Agent skill
Copy or open this repo so Cursor / Claude can load:
.claude/skills/game-music-producer/
When the nobu MCP is connected, the skill instructs the agent to call the tools and deliver real MIDI and audio — not text-only sketches.
Versioning
nobu follows Semantic Versioning (MAJOR.MINOR.PATCH).
See CHANGELOG.md (Keep a Changelog categories).
There is no [Unreleased] section — Cursor session hooks cut a new version
whenever a conversation ends with meaningful changes.
Contributing
See CONTRIBUTING.md and CODE_OF_CONDUCT.md.
License
MIT — Copyright (c) 2026 nobu contributors.
nobu (Português)
Toolkit MCP game-agnostic para compor MIDI chiptune/retrô e renderizar áudio de jogo.
Cole isso no seu agente
Clone https://github.com/francescojr/nobu.git.
Leia nobu/AGENTS.md e rode: python scripts/bootstrap.py --no-prompt
Se for um projeto de jogo, rode também: python scripts/bootstrap.py --integrate <raiz_deste_projeto> --no-prompt
Recarregue o MCP, confirme o server "nobu" (16 tools: compose + Mega Drive + render).
Siga .claude/skills/game-music-producer/ — compose, render e/ou VGM quando eu pedir.Início rápido (manual)
git clone https://github.com/francescojr/nobu.git
cd nobu
python scripts/bootstrap.py # humano: menu interativo de optionals
python scripts/bootstrap.py --no-prompt --smoke # agente: prova chip sem MCP
python examples/demo_biome_ost.py
python scripts/render_midi.py --mode chip # funciona sem SF2Modos: chip (puro) · hybrid (SF2 drums + chip) · sf2 (SoundFont completo).
Sem SF2/FluidSynth → fallback automático para chiptune (não quebra).
SF2: FluidSynth → WAV → OGG (ffmpeg recomendado no Windows).
Detalhes: AGENTS.md · SETUP.md.
Pastas
Path | Uso |
| Arquivos |
| Seus |
| BYO patches/PCM opcionais (não distribuídos) |
|
|
Tools MCP (inglês)
Compose: start_project → suggest_scale_for_mood → add_layer → list_layers → export_midi
Mega Drive: get_megadrive_capabilities → export_megadrive
Render: render_project / render_chip / render_hybrid / render_sf2 / render_all_modes
Licença
MIT.
Available Tools
7 toolsadd_layerA
Add ONE independent layer/channel to the project. Call this tool multiple times to stack as many layers as you want (melody, harmony, bass, drums) — each layer has its own length and rhythm, without needing to match the others in note count.
layer_type accepts: 'melody', 'harmony', 'bass', 'drums'.
Format of 'notes': each item is [pitch_or_piece, start_time_in_beats, duration_in_beats, optional_velocity_0_to_127]. If layer_type='drums', pitch may be a string ('kick', 'snare', 'closed_hihat', 'open_hihat', 'crash', 'ride', 'clap', 'rimshot', 'low_tom', 'mid_tom', 'high_tom') or a GM percussion MIDI number. Portuguese drum names are also accepted.
swing_offset: add a fixed offset (in beats, e.g. 0.02 to 0.08) to every ODD-index note, simulating light swing/humanization. Use 0.0 for straight quantized rhythm (classic chiptune aesthetic). For deliberate off-beats (e.g. hi-hat on 0.5, 1.5, 2.5), place start_time directly in the notes list — no swing_offset needed.
chiptune_program (ignored if layer_type='drums'): 'pulse_lead' (melody, NES pulse timbre, GM 80), 'pulse_harmony' (countermelody, GM 81), 'triangle_bass' (bass, NES triangle approx, GM 38).
| Name | Required | Description | Default |
|---|---|---|---|
| notes | Yes | ||
| layer_name | Yes | ||
| layer_type | Yes | ||
| midi_channel | No | ||
| project_name | Yes | ||
| swing_offset | No | ||
| chiptune_program | No | pulse_lead |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden. It details note format, layer_type values, swing_offset behavior (applied to odd-index notes), and that chiptune_program is ignored for drums. Missing details on side effects or permissions, but adequate for core behavior.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single paragraph with clear structure: purpose, stacking instruction, then parameter details. It is informative without being overly verbose, though could be slightly tighter.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given 7 parameters (4 required), nested arrays, no annotations, and an output schema, the description covers the key aspects. It explains independent layers, note formatting, swing, and chiptune programs. It omits error conditions and limits, but is sufficient for typical use.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description compensates well. It explains the notes array format, accepted layer_type values, swing_offset usage, and chiptune_program options. It does not describe midi_channel, but other parameters are well covered.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states 'Add ONE independent layer/channel to the project', specifying a concrete action and resource. It gives examples of layer types (melody, harmony, bass, drums) and explains stacking via multiple calls, distinguishing it from siblings like list_layers.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explains that the tool can be called multiple times to stack layers, each with its own length and rhythm. It does not explicitly state when not to use it or compare to alternatives, but the context is clear.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
export_midiA
Render all project layers into a single multi-track .mid file. Call last, after all add_layer calls. Returns loop metadata (beats and bars) for configuring loop points in the engine (Godot/Unity/ FMOD/Wwise), since MIDI does not store that natively.
Default destination_dir is assets/midi/ (or NOBU_MIDI_DIR).
| Name | Required | Description | Default |
|---|---|---|---|
| project_name | Yes | ||
| destination_dir | No |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations provided, so description carries the burden. It discloses default destination directory and that MIDI does not natively store loop metadata, implying the return value is important. However, it does not mention whether it overwrites existing files or required permissions.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three short sentences with no redundancy. First sentence states purpose, second gives ordering, third explains default directory. Every sentence adds value.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given that output schema exists (not shown), description mentions return value (loop metadata). Covers key aspects: what it does, order, default path, and engine context. Could add overwrite behavior but not essential.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so description must compensate. It only adds meaning to destination_dir ('Default destination_dir is assets/midi/ (or NOBU_MIDI_DIR)') but provides no information about project_name beyond its presence in schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Description explicitly states verb 'Render all project layers into a single multi-track .mid file', clearly identifying the resource and output format. Distinguishes from siblings like add_layer which add layers rather than export.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Explicitly says 'Call last, after all add_layer calls', providing sequential guidance. Mentions use of returned loop metadata for configuring engines, but does not state when not to use or alternative tools.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_scaleA
Generate the correct MIDI notes for a musical scale, to use as a palette of valid pitches when composing. Use this tool (or suggest_scale_for_mood) ALWAYS before inventing note numbers manually — that avoids out-of-key / random-sounding melodies.
scale_type accepts: major, natural_minor, major_pentatonic, minor_pentatonic, dorian, mixolydian, phrygian, lydian.
| Name | Required | Description | Default |
|---|---|---|---|
| octaves | No | ||
| scale_type | Yes | ||
| tonic_midi | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
No output parameters | ||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries full burden. It states it generates correct MIDI notes but does not specify the format, range, or details about the output. The output schema exists but the description lacks behavioral context like return structure.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Four sentences, front-loaded with purpose. Efficient, though could slightly tighten phrasing without losing clarity.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given three parameters, output schema exists, and low complexity, the description covers purpose, usage, and parameter semantics adequately. It is sufficient for agent invocation.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 0%, but the description explains acceptable values for scale_type (listing all options) and implies octaves defaults to 2. It adds meaning beyond the schema's type definitions, though octaves could be explained more explicitly.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool generates MIDI notes for a musical scale, acting as a palette of valid pitches. It distinguishes from the sibling 'suggest_scale_for_mood' by specifying its function.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Explicitly instructs to use this tool (or suggest_scale_for_mood) ALWAYS before manually inventing note numbers to avoid out-of-key melodies, and names the alternative tool.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_layersA
List all layers already added to the project, with note counts and duration for each. Use before export_midi to verify that every planned layer (melody, bass, drums, harmony) was actually added, or to decide whether to add more.
| Name | Required | Description | Default |
|---|---|---|---|
| project_name | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
No output parameters | ||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden. It discloses that it lists layers with note counts and duration, implying a read operation with no side effects. This is sufficient for a simple list tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences. The first sentence states the action and output, the second provides usage guidance. No wasted words; information is front-loaded.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given an output schema exists and sibling tools are listed, the description covers the tool's primary purpose and usage context. It lacks details on error handling or prerequisites, but is sufficient for a straightforward tool.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
There is one parameter (project_name) with 0% schema coverage. The parameter is self-explanatory and the description adds context by linking it to 'the project'. Given only one obvious parameter, this is adequate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states 'list all layers already added to the project, with note counts and duration for each,' providing a specific verb and resource with attributes. It distinguishes itself from siblings like add_layer and export_midi.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly recommends using this tool before export_midi to verify all planned layers were added and to decide whether to add more. It gives clear context but does not state when not to use it.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
set_tempo_changeA
Schedule a tempo (BPM) change at a specific absolute beat. Use for horizontal resequencing inside a single file — e.g. speed up when entering boss phase 2, or slow down for tension before a climax.
| Name | Required | Description | Default |
|---|---|---|---|
| new_bpm | Yes | ||
| project_name | Yes | ||
| time_in_beats | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden. It describes the action as scheduling a tempo change but does not disclose behavioral traits such as whether multiple tempo changes can coexist, if the change is reversible, or if it has any destructive side effects.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Two sentences with no wasted words. The first sentence defines the core function, and the second provides concrete, memorable examples. Perfectly concise.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool has an output schema, the description need not explain return values. However, the description lacks detail on parameter semantics and behavioral traits, making it not fully complete for a tool with no annotations and zero schema documentation coverage.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description must compensate. While it mentions 'at a specific absolute beat' (time_in_beats) and 'tempo change' (new_bpm), it does not explain the project_name parameter, and the descriptions are minimal. More detail is needed to fully clarify parameter meaning.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Clearly states the tool schedules a tempo (BPM) change at a specific absolute beat. The verb 'Schedule' and resource 'tempo change' are specific, and the examples distinguish it from sibling tools that deal with layers, scales, or project management.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Provides clear use cases like 'speed up when entering boss phase 2' and 'slow down for tension before a climax', indicating appropriate contexts. However, it does not explicitly mention when not to use or offer alternative tools.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
start_projectA
ALWAYS call this tool first, before any other, when composing a game track. Creates an empty project where layers (independent channels: melody, harmony, bass, drums) are added one by one via add_layer. Each layer may have a completely different length and rhythm from the others (e.g. a 4-note bass loop while the melody plays a 32-note phrase), matching how independent channels work on real NES/SNES hardware.
| Name | Required | Description | Default |
|---|---|---|---|
| bpm | Yes | ||
| project_name | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Describes the empty project state, layer independence, and hardware analogy beyond a simple create. No annotations provided, but lacks mention of potential errors or idempotency.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is concise and informative, starting with an imperative instruction. However, it could be slightly more streamlined without losing the layering concept explanation.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool's simplicity and the presence of an output schema, the description covers the main purpose and usage well. It lacks constraints on parameter values (e.g., BPM range) but is otherwise complete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
With 0% schema description coverage, the description should explain the parameters 'project_name' and 'bpm', but only mentions them in the context of the tool name. No additional semantic information is added.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb ('Creates an empty project') and resource, and distinguishes from siblings by positioning as the first step and referencing 'add_layer' as subsequent tool.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Explicitly instructs 'ALWAYS call this tool first, before any other' and explains the context of independent layers, providing strong when-to-use guidance.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
suggest_scale_for_moodA
Use this tool BEFORE composing any melody, harmony, or bass line. It maps the scene's EMOTION/MOOD to the technically correct musical scale (VGM theory: major = joy/safe town, dorian = heroic/adventure, phrygian = hostile/exotic, natural_minor = melancholy/dungeon, mixolydian = folk/open road, lydian = magical/dreamlike, minor_pentatonic = tension/combat).
Accepted moods: safe_exploration, heroic_exploration, nostalgic_town, melancholic_dungeon, hostile_exotic_biome, magical_dreamlike, combat, victory, classic_retro.
Returns the chosen scale AND a list of MIDI pitches ready for add_layer — no need to invent note numbers from memory.
| Name | Required | Description | Default |
|---|---|---|---|
| mood | Yes | ||
| octaves | No | ||
| tonic_midi | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
No output parameters | ||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden. It explains the mapping from mood to scale and the return value (scale and MIDI pitches). However, it does not explicitly state whether the tool is read-only, whether it has side effects, or any error conditions. The description assumes a non-destructive planning step but lacks explicit behavioral disclosure.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is concise and well-structured: first sentence states when to use, then mapping and accepted moods, then return value. Every sentence adds value without redundancy. It is front-loaded with the most critical usage instruction.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With an output schema present, the description still adds value by explaining the return value and providing a detailed mood-to-scale mapping. It covers all essential aspects for correct invocation: when, what inputs (mood, tonic), and expected output. Lacks only minor details like error handling or edge cases, but is sufficient for most contexts.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description must compensate. It lists accepted moods (explaining mood), implies tonic_midi is the root note, and mentions octaves indirectly by saying 'returns list of MIDI pitches ready for add_layer,' but does not explicitly describe the 'octaves' parameter or its default behavior. Partial compensation but not thorough.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool maps emotions/moods to musical scales and lists specific moods and scale mappings. It distinguishes itself from siblings like 'generate_scale' by explicitly saying to use it 'BEFORE composing any melody, harmony, or bass line' and noting it returns MIDI pitches ready for 'add_layer', making its purpose unique.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly states when to use the tool ('BEFORE composing any melody, harmony, or bass line') and provides the accepted moods. However, it does not explicitly contrast with siblings like 'generate_scale' or mention when not to use it, slightly reducing clarity on alternatives.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
TDQS
The tools have distinct purposes, but suggest_scale_for_mood and generate_scale both deal with musical scales and could be confused if descriptions are not read carefully. However, the descriptions clarify their different use cases (mood-based vs. arbitrary scale generation).
All tool names follow a consistent verb_noun pattern in snake_case (e.g., list_layers, start_project, generate_scale). No deviations or mixing of styles.
With 7 tools, the server covers the core workflow of creating a game track: starting a project, selecting scales, adding layers, adjusting tempo, listing layers, and exporting. The count feels well-scoped for the domain.
The tool set covers the essential operations for composing a multi-layer MIDI track. Minor gaps exist, such as no tool to modify or delete a layer after addition, and no explicit tool to set initial tempo (only tempo changes). These are not critical for basic usage.
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