nobu

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.

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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.

License: MIT Python 3.10+ Version Changelog

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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