nobu
A game-agnostic MCP toolkit for composing chiptune/retro MIDI and rendering game audio, enabling AI agents to generate multi-track MIDI files and render them to OGG/WAV.
README
<p align="center"> <img src="assets/images/nobu.png" alt="nobu — chiptune / retro MIDI MCP" width="720"> </p>
nobu
Game-agnostic MCP toolkit for composing chiptune / retro MIDI and rendering game audio.
Plug nobu into Cursor, Claude Desktop, or Kilo Code. Ask an agent to compose a stage theme — get a real multi-track .mid, then render to .ogg / .wav for your engine.
nobu ships no game-specific data. Your project supplies tonic, mood, and biome params.
agent / examples ──► nobu MCP ──► assets/midi/*.mid
│
assets/soundfonts/*.sf2 ──┐ ▼
└─► scripts/render_* ──► output/audio/*.ogg
Agent-ready?
Cursor / Claude Code / Kilo (opened on this repo): yes — after clone the agent should read AGENTS.md / CLAUDE.md, run python scripts/bootstrap.py, reload MCP, and be ready. Rules/skills ship in-repo (.cursor/rules, .claude/skills); MCP/Kilo configs are generated locally by bootstrap (templates: .mcp.example.json, .kilo/kilo.example.jsonc).
Cursor caveat: new project MCP servers start disabled (Cursor security). After bootstrap + reload, toggle nobu on once under Settings → MCP (or Customize → MCP). Stays on for that workspace afterward — we cannot force-enable from the repo.
Claude Desktop: almost — same bootstrap, but the agent must also merge the MCP snippet into the global claude_desktop_config.json (Desktop does not auto-load project .mcp.json).
Not magic: python must be on PATH; open the cloned folder; reload after bootstrap; on Cursor, enable nobu once if it appears disabled.
Paste this to your agent
Clone https://github.com/francescojr/nobu.git (sibling folder or into this workspace).
Read AGENTS.md (and CLAUDE.md if present) and run: python scripts/bootstrap.py
If this is a game project, also run: python scripts/bootstrap.py --integrate <this_project_root>
Reload MCP. In Cursor, enable server "nobu" if it is disabled (Settings → MCP).
Confirm tools: start_project / add_layer / export_midi.
Then follow .claude/skills/game-music-producer/ and compose when I ask.
Integrating into an existing game:
Set up https://github.com/francescojr/nobu as our game-music MCP.
Clone it next to this repo, run python scripts/bootstrap.py --integrate <absolute path to this project>,
reload MCP, and confirm tools work. Do not hardcode our game data into nobu.
Agents follow AGENTS.md. Bootstrap rewrites project-local .cursor/mcp.json + .mcp.json + .kilo/kilo.jsonc to the local venv (never global Cursor MCP).
Quick start (manual)
git clone https://github.com/francescojr/nobu.git
cd nobu
python scripts/bootstrap.py
# creates .venv, installs deps, writes .cursor/mcp.json, verifies imports
Then reload MCP. In Cursor: Settings → MCP → enable nobu once if disabled. Full notes: SETUP.md.
Demo without MCP
python examples/demo_biome_ost.py
python scripts/render_midi.py --mode chip # always works, no SF2 needed
# → assets/midi/*.mid and output/audio/*.ogg (or .wav)
Render modes (chip / hybrid / full SF2)
| Mode | What you get | Requirements |
|---|---|---|
chip |
Pure chiptune | None (default path without SF2) |
hybrid |
SF2 drums + chiptune melodic | .sf2 + tinysoundfont (else → chip) |
sf2 |
Full SoundFont (all instruments) | .sf2 + FluidSynth CLI (else → chip) |
auto |
Best available | Never fails — degrades to chip |
Full SF2 always does FluidSynth → WAV, then converts to OGG (prefer ffmpeg on Windows). FluidSynth is not asked to write OGG directly.
python scripts/render_midi.py --mode chip
python scripts/render_midi.py --mode sf2 --soundfont assets/soundfonts/default.sf2
python scripts/render_track.py assets/midi/biome1_calm.mid --mode hybrid
Folder layout
| Path | Purpose |
|---|---|
nobu_mcp.py |
MCP server entrypoint (FastMCP("nobu")) |
AGENTS.md |
Checklist agents run after clone |
scripts/bootstrap.py |
One-shot setup (venv, deps, Cursor .mcp.json + Kilo .kilo/kilo.jsonc) |
.kilo/ |
Kilo Code v7+ config (kilo.example.jsonc, rules/nobu.md) |
assets/midi/ |
Generated / authored .mid files |
assets/soundfonts/ |
Your .sf2 files (not vendored — see README there) |
output/audio/ |
Rendered .ogg / .wav |
scripts/render_midi.py |
Batch MIDI → audio (chip / hybrid / sf2 / auto) |
scripts/render_track.py |
Single-file render (same modes; SF2 → WAV → OGG) |
examples/demo_biome_ost.py |
Generic 4-biome × calm/combat demo |
.claude/skills/game-music-producer/ |
Agent skill + theory references |
Env overrides: NOBU_MIDI_DIR, NOBU_OUTPUT_DIR, NOBU_SF2 (also FLUID_SYNTH_SF2).
MCP tools
| Tool | Role |
|---|---|
start_project |
Create an empty multi-layer project |
suggest_scale_for_mood |
Map scene mood → scale + pitch palette |
generate_scale |
Build a scale from tonic + type |
add_layer |
Add melody / harmony / bass / drums |
set_tempo_change |
Schedule BPM changes (horizontal resequencing) |
list_layers |
Inspect layers before export |
export_midi |
Write assets/midi/{project}.mid + loop metadata |
Mood keys: safe_exploration, heroic_exploration, nostalgic_town, melancholic_dungeon, hostile_exotic_biome, magical_dreamlike, combat, victory, classic_retro.
SoundFonts
Place a General MIDI or chiptune .sf2 at:
assets/soundfonts/default.sf2
Free SNES-style banks: williamkage.com/snes_soundfonts.
Without a soundfont, render_midi.py still works via its built-in NES-style synth.
Agent skill
Copy or open this repo so Cursor / Claude can load:
.claude/skills/game-music-producer/
When the nobu MCP is connected, the skill instructs the agent to call the tools and deliver real MIDI — not text-only sketches.
Versioning
nobu follows Semantic Versioning (MAJOR.MINOR.PATCH).
See CHANGELOG.md (Keep a Changelog categories).
There is no [Unreleased] section — Cursor session hooks cut a new version
whenever a conversation ends with meaningful changes.
Contributing
See CONTRIBUTING.md and CODE_OF_CONDUCT.md.
License
MIT — Copyright (c) 2026 nobu contributors.
nobu (Português)
Toolkit MCP game-agnostic para compor MIDI chiptune/retrô e renderizar áudio de jogo.
Cole isso no seu agente
Clone https://github.com/francescojr/nobu.git.
Leia nobu/AGENTS.md e rode: python scripts/bootstrap.py
Se for um projeto de jogo, rode também: python scripts/bootstrap.py --integrate <raiz_deste_projeto>
Recarregue o MCP, confirme o server "nobu" com start_project / add_layer / export_midi.
Siga .claude/skills/game-music-producer/ e compose quando eu pedir.
Início rápido (manual)
git clone https://github.com/francescojr/nobu.git
cd nobu
python scripts/bootstrap.py
python examples/demo_biome_ost.py
python scripts/render_midi.py --mode chip # funciona sem SF2
Modos: chip (puro) · hybrid (SF2 drums + chip) · sf2 (SoundFont completo).
Sem SF2/FluidSynth → fallback automático para chiptune (não quebra).
SF2: FluidSynth → WAV → OGG (ffmpeg recomendado no Windows).
Detalhes: AGENTS.md · SETUP.md.
Pastas
| Path | Uso |
|---|---|
assets/midi/ |
Arquivos .mid |
assets/soundfonts/ |
Seus .sf2 (não distribuídos no repo) |
output/audio/ |
.ogg / .wav renderizados |
Tools MCP (inglês)
start_project → suggest_scale_for_mood → add_layer → list_layers → export_midi
Licença
MIT.
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