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# MIDI Playlist — retro game music, built from code
Kevin Hermes' toolkit for composing early-90s flavoured MIDI: DOS
Sound Blaster/OPL themes, N64-era ambient, chiptune. Built for retro
game development (loop markers, multi-track GM arrangements) and podcast
audio beds.
Everything is **code-first**: tunes are Python scripts that generate
verified `.mid` files. No DAW, no pip dependencies in the library, no
hand-edited hex. If a tune is wrong, you fix a bar of text and rebuild.
## The tunes
| # | Tune | Style | Key/BPM | Length |
|---|------|-------|---------|--------|
| 01 | Service Station at 2 AM | DOS adventure main theme (LucasArts-meets-OPL) | Dm / 132 | ~58s |
| 02 | Kestrel Over The Fens | N64 ambient exploration theme | G / 72 | ~82s |
| 03 | The U's Late Equaliser | chiptune sports/racing theme | Em / 152 | ~44s |
All files are Standard MIDI File **format 1**, 480 tpq, General MIDI
instruments, with `LOOP_START` / `LOOP_END` markers so a game engine can
skip the intro and loop the gameplay section.
## Quick start
```bash
./tools/build_all.sh # regenerate, verify, render WAVs, audio checks
python3 tests/smoke_test.py # library self-test
```
Rendering needs `timidity` + a GM soundfont (`FluidR3_GM.sf2`). Note:
Debian's timidity build has no `-O2` mode — use `-Ow -s 44`.
## Layout
```
lib/midikit.py SMF writer + reader/verifier (stdlib only)
lib/songkit.py composition helpers: bar grids, OPL arps, vibrato, drums
tunes/*.py one script per tune; each self-verifies on run
tools/build_all.sh full pipeline: generate -> verify -> render -> check
tools/check_wav.py WAV sanity: clipping, loudness, dead air
tests/smoke_test.py library round-trip test (cross-checked with mido)
midi/ generated .mid files
archive/ the April 2026 wreckage (70-byte "working" MIDIs, rest in peace)
```
## Composing a new tune
Copy a tune script. Melodies are written as bar grids:
```python
MELODY = """
D4-8 F4-8 A4-4 A4-8 Bb4-8 A4-4 | F4-8 A4-8 Bb4-4 A4-8 F4-8 D4-4
"""
```
Tokens are `PITCH-dur-vel` (`D4-8`, `F5-16-80`, rests `r8`); `|` separates
bars and **every bar must total 4/4** — the parser lints you. Accompaniment
comes from the helpers: `arp()` (OPL-style 16ths), `bass_drive()` (driving
8ths with chromatic approaches), `drums()` (named patterns), `vibrato()`
(pitch-bend, the difference between a beep and an OPL voice).
Mix levels: set CC7 (volume) and CC10 (pan) per track at tick 0, and
**check the render for clipping** — `tools/check_wav.py` fails the build
on a peak of 32767.
## Gotchas learned the hard way
- Format 1 with a dedicated Conductor track for tempo/key/time sigs.
- Sort events by absolute tick at write time; compose in any order.
- Note-off must match note-on channel+pitch exactly; no running status
in generated files (simpler, universally safe).
- Pitch bends count toward file duration — a vibrato tail past the last
note extends the song.
- Velocity-0 note-ons are legal note-offs, but 0x80 is clearer.
- GM2 instruments (ocarina!) are unreliable on GM1 synths — use pan
flute (76) for ocarina-ish leads.
- timidity's "Last N MIDI events are ignored" warning is harmless
(trailing bends/resets), but "Notes lost totally" is not.
- A bar-length linter in the score parser catches more composition bugs
than any amount of staring at note lists.