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# Notes for AI agents
This repo is designed to be driven by agents. Everything is deterministic,
self-verifying, and dependency-light.
## Fastest path: generate a tune from a JSON spec
```bash
python3 tools/make_tune.py tunes/specs/04_tea_break_at_the_terminal.json --render
```
Copy that spec, change `name`, `bpm`, `key`, `chords`, `melody`, `loop`.
The style preset (`dos_adventure`, `n64_ambient`, `chiptune_racing`) handles
arrangement: instruments, accompaniment patterns, drums, vibrato, mix levels.
You supply the music theory: a per-bar chord chart and a melody.
## Spec schema
```jsonc
{
"name": "file_name_no_extension",
"style": "dos_adventure | n64_ambient | chiptune_racing",
"bpm": 112,
"key": ["A", "minor"], // "major" or "minor"
"chords": [["A","m"], ["F",""], ...], // one per bar; qualities:
// maj m dim aug 7 maj7 m7 m7b5 6 m6 9 add9 sus2 sus4 sus
"melody_start_bar": 4,
"melody": "A4-8 C5-8 E5-4 A5-2 | ...", // see score grammar below
"loop": {"start_bar": 4, "end_bar": 20}, // optional; writes LOOP_START/END,
// RPR LOOP START/END, LoopBegin/End markers
"counter": "...", // optional 2nd line (dos_adventure only)
"fills_at": [11, 19] // optional drum-fill bars (styles with drums)
}
```
## Indexing convention (read this once, then never guess)
- **Bars are 0-based everywhere**: bar 0 is the first bar of the chord chart.
- **`loop.end_bar` is EXCLUSIVE**: `{"start_bar": 4, "end_bar": 20}` loops
bars 4..19 — 16 bars. `start_bar` is inclusive.
- The melody must fit the chart: `melody_start_bar + (number of '|' bars)
<= len(chords)`. Bars past the melody (e.g. chords 20–23 above) are an
outro the engine plays before jumping back to `start_bar`.
- `fills_at` entries are 0-based bar numbers, `0 <= bar < len(chords)`.
## Validation behaviour
`make_tune.py` validates the whole spec up front and reports **every**
problem in one go (missing keys, unknown style, bad chord quality,
`bpm <= 0`, out-of-range loop/fill bars, melody longer than the chart,
unsafe `name`) — no raw `KeyError`s, no silently wrong output. Fields a
style can't use (e.g. `counter` for `n64_ambient`, `fills_at` for styles
without drums) print `WARNING:` to stderr and are skipped, never dropped
in silence. `name` must match `[A-Za-z0-9][A-Za-z0-9._-]*` — it becomes
`midi/<name>.mid`, so no `/`, no `..`.
## Score grammar (melody strings)
- Tokens: `PITCH-dur-vel` — `A4-8-90` (A4 eighth, vel 90). Durations:
`1` whole, `2` half, `4` quarter (default), `8` eighth, `16` sixteenth.
- Rests: `r4`, `r8`, `r16`, `r2`, `r1`.
- `|` separates bars. **If you use `|`, every bar — including the final
one — must total exactly 4/4** — the parser raises
`ValueError: bar N totals X ticks` and tells you which bar is wrong.
Use it; it is the single most useful bug-catcher here.
- Pitches: letter + optional `#`/`b` + octave, e.g. `Bb3`, `F#5`.
## Verification loop (do this, don't skip it)
1. `python3 tools/make_tune.py spec.json --render` — writes MIDI, re-parses
it, renders WAV, checks for clipping / dead air / wrong duration.
2. If a check fails, fix the spec and re-run. Never declare success without
a passing run.
3. Optional theory audit: parse the lead track with `midikit.read()`, flag
notes outside the key scale and outside the current bar's chord tones,
and treat each flag as either intentional colour or a bug.
## Looping for game background music
`loop` in the spec (or `MidiFile.set_loop(start_tick, end_tick)` in Python)
writes markers in three conventions so any engine/DAW finds them:
`LOOP_START/LOOP_END`, `RPR LOOP START/RPR LOOP END` (Reaper),
`LoopBegin/LoopEnd`. Convention: intro bars sit *before* the loop start so
the engine plays the intro once, then jumps back to loop start and returns
to loop end.
## Library use (Python)
`lib/midikit.py` and `lib/songkit.py` are stdlib-only — drop them into any
project. Key entry points: `MidiFile`, `Track`, `MPQN.from_bpm`,
`set_loop`, `verify`; songkit: `bar`, `melody`, `arp`, `bass_drive`,
`drums`, `vibrato`, `parse_score`. Times are ticks; `bar(n)` converts bars
to ticks at 480 tpq.
## Rendering
Two routes, both verified:
- **Sample-based**: `timidity -Ow -s 44 in.mid -o out.wav` + a GM soundfont.
FluidR3 is MIT-licensed and one command away: `apt install fluid-soundfont-gm`
(148MB; lighter: `timgm6mb-soundfont`, ~6MB). Not bundled in-repo because of
size, not licence. Debian's timidity: use `-Ow -s 44` (no `-O2` mode).
- **OPL3 FM (authentic DOS sound, no soundfont)**: `./tools/opl/build.sh`
once (needs cmake+g++, fetches libADLMIDI), then `./tools/render_opl.sh`.
`OPL_MODEL=` env picks a game-driver volume model: 3 DMX/Doom (default),
4 Apogee/Duke Nukem 3D, 2 id-style, 8 AIL, 10 HMI. Output is normalised.
## Known gotchas
- Pitch bends extend file duration (vibrato tails count).
- No comments inside melody strings — `#` gets parsed as a note.
- GM2 patches (ocarina etc.) are unreliable on GM1 synths; use pan flute.
- Five hot tracks sum to clipping; lower CC7 volumes, not velocities.