soundraw-game-bgm
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEEPSEEK_API_KEY | Yes | Your DeepSeek API key for scene analysis and parameter generation | |
| SOUNDRAW_API_KEY | Yes | Your 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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 4 tools
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).
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.
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.
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.