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.
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