Public-ready: JSON tune specs, first-class loop API, licence, AGENTS.md

- MidiFile.set_loop(): one call writes LOOP_START/END, RPR LOOP
  START/END (Reaper) and LoopBegin/End markers - every engine finds
  its dialect; reader now parses markers and the smoke test asserts
  the round-trip
- tools/make_tune.py: declarative JSON spec -> fully arranged MIDI
  with style presets (dos_adventure, n64_ambient, chiptune_racing);
  the agent-friendly front door, no Python required
- tunes/specs/: demo tune 04 'Tea Break at the Terminal' (Am/112,
  loop bars 4-20) generated entirely from JSON
- AGENTS.md: spec schema, score grammar, verification loop, looping
  conventions for game BGM
- MIT LICENSE; history audited clean of credentials
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@@ -16,34 +16,58 @@ hand-edited hex. If a tune is wrong, you fix a bar of text and rebuild.
| 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 |
| 04 | Tea Break at the Terminal | DOS puzzle-game theme (from JSON spec) | Am / 112 | ~51s |
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.
instruments, with loop markers (`LOOP_START/END`, `RPR LOOP START/END`,
`LoopBegin/End`) so a game engine can skip the intro and loop the
gameplay section. See [Looping](#looping) below.
## Quick start
```bash
./tools/build_all.sh # regenerate, verify, render WAVs, audio checks
python3 tests/smoke_test.py # library self-test
python3 tools/make_tune.py tunes/specs/04_tea_break_at_the_terminal.json --render
```
Rendering needs `timidity` + a GM soundfont (`FluidR3_GM.sf2`). Note:
Debian's timidity build has no `-O2` mode — use `-Ow -s 44`.
**AI agents**: see [AGENTS.md](AGENTS.md) — the JSON spec format is the
agent-friendly front door; no Python required to make a tune.
## 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
tunes/specs/*.json declarative tune specs -> tools/make_tune.py
tools/build_all.sh full pipeline: generate -> verify -> render -> check
tools/make_tune.py JSON spec -> fully arranged MIDI (style presets)
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)
```
## Looping
Game background music convention: the intro bars play once, then the
engine jumps back to the loop point. Declare it once and every marker
dialect gets written:
```python
mf.set_loop(bar(4), bar(28)) # Python
```
```json
"loop": {"start_bar": 4, "end_bar": 20} // JSON spec
```
Markers written: `LOOP_START/LOOP_END` (ours), `RPR LOOP START/END`
(Reaper), `LoopBegin/LoopEnd` (various engines/trackers).
## Composing a new tune
Copy a tune script. Melodies are written as bar grids:
@@ -79,3 +103,8 @@ on a peak of 32767.
(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.
## Licence
MIT — see [LICENSE](LICENSE). Soundfonts are not bundled (licensing);
install FluidR3_GM.sf2 or your favourite GM soundfont separately.