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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEEPSEEK_API_KEYYesYour DeepSeek API key for scene analysis and parameter generation
SOUNDRAW_API_KEYYesYour Soundraw B2B API bearer token for music generation

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
generate_bgmA

Generate background music for a game scene. Uses DeepSeek to analyze the scene and map to Soundraw parameters, then generates music via Soundraw API. Returns audio URL, share link, and optional game engine integration code.

get_bgm_variationsA

Generate a variation of an existing BGM using Soundraw. Use "similar" to create a new song with similar style, or "customize" to adjust energy levels or mute stems of the original.

adaptive_layer_controlA

Generate multiple versions of a track with different stems muted for adaptive game audio. Creates separate audio files for each layer configuration that can be mixed in real-time based on gameplay.

scene_transition_musicA

Generate transition music between two game scenes. Uses DeepSeek to analyze the emotional journey between scenes and creates appropriate transition audio with dynamic energy levels.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A4/5.0

Scored across 4 tools

Disambiguation4/5

Each tool has a distinct purpose (generation, adaptation, variation, transition). Some slight overlap between adaptive_layer_control and get_bgm_variations regarding stems, but descriptions clarify the different contexts (real-time mixing vs. variation creation).

Naming Consistency5/5

All tools follow a consistent verb_noun pattern in snake_case (e.g., generate_bgm, get_bgm_variations). No mixing of conventions or irregular naming.

Tool Count5/5

Four tools cover the essential functionalities for game background music generation: initial generation, adaptive layering, variations, and transitions. This is well-scoped and not excessive.

Completeness4/5

The set covers core operations but lacks a tool for listing or deleting existing BGMs. Otherwise, the lifecycle from generation to adaptation to variation to transition is well-covered.

Maintenance

ActivityInactive
ResponsivenessNo issues