Update README: training pipeline as headline feature
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- 'Why Soundgen?' section with AI feedback loop diagram
- Training pipeline section: 5-step guide (connect MCP, AI generates, rate, AI improves, export)
- All 5 MCP tools documented in table
- Updated architecture table with soundgen-feedback crate
- SoundSpec example now includes vibrato field
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Emil
2026-06-22 00:03:15 +03:00
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# Soundgen
8-bit sound synthesizer in Rust for game audio assets, with LLM integration via MCP.
8-bit sound synthesizer in Rust with AI-powered sound generation via MCP + human feedback loop.
## Why Soundgen?
Most free 8-bit sound tools are either closed-source, hard to automate, or don't integrate with AI workflows. Soundgen fixes this:
- **LLM generates sounds** by calling MCP tools — no manual parameter tweaking
- **You rate the results** in the GUI — the AI learns from your feedback
- **The AI improves** — next time it generates a similar sound, it references your top-rated examples
- **Export to WAV** — drop the files straight into your game
```
┌──────┐ generate_batch ┌─────────┐ rate 1-5★ ┌──────────┐
│ AI │ ────────────────→ │ Sounds │ ──────────→ │ You │
└──────┘ └─────────┘ └──────────┘
▲ uses top-rated examples as reference │
│ │
└──────────────── ┌──────────────┐ ◄───────────────────┘
│ Feedback DB │
└──────────────┘
```
## Features
- **6 voice types**: pulse (NES duty cycles), triangle, noise (LFSR), DPCM samples, wavetable (Game Boy wave), FM (2-operator)
- **Effects**: ADSR envelope, frequency sweep (linear/exponential), biquad filter (lowpass/highpass), vibrato
- **JSON-first**: every sound is a `SoundSpec` JSON object — LLMs generate JSON, CLI/MCP render to WAV
- **Presets as data**: 13 built-in presets in `presets/{sfx,ui,ambient}/` — extend without recompilation
- **MCP server**: LLMs can call `list_presets`, `generate_sfx`, `render_sound` as tools
- **Sequencer**: pattern-based song playback (JSON format)
- **GUI**: egui editor with virtual keyboard, preset browser, channel controls, sequencer
- **Training pipeline**: AI generates → you rate → AI learns (SQLite feedback database)
- **6 voice types**: pulse (NES duty cycles), triangle, noise (LFSR), DPCM, wavetable, FM
- **Effects**: ADSR envelope, frequency sweep, biquad filter, vibrato (LFO)
- **JSON-first**: every sound is a `SoundSpec` JSON — LLMs generate JSON naturally
- **MCP server**: 5 tools for LLM integration (`list_presets`, `generate_sfx`, `render_sound`, `generate_batch`, `get_reference_sounds`)
- **GUI**: egui editor with virtual keyboard, preset browser, channel controls, training tab
- **13 built-in presets**: SFX, UI, ambient — extend with JSON files, no recompilation
- **Sequencer**: pattern-based song playback (JSON)
- **Runtime library**: NES-authentic nonlinear DAC + SoundBank for game embedding
- **No allocations in audio hot path**: `tick() -> f32`, `&mut self`
- **No allocations in audio hot path**: `tick() -> f32`
## Quick Start
```bash
# List available presets
# CLI — list presets
cargo run --bin soundgen -- list-presets
# Generate a sound from a preset
cargo run --bin soundgen -- gen jump --out assets/jump.wav
# Generate from preset
cargo run --bin soundgen -- gen jump --out jump.wav
# Generate with parameter override
cargo run --bin soundgen -- gen explosion --out assets/explosion.wav --param volume=0.95
# Render from a custom JSON spec
# Render custom spec
cargo run --bin soundgen -- render presets/sfx/laser.json --out laser.wav
# Render a song (sequencer)
# Render a song
cargo run --bin soundgen -- render-song song.json --out music.wav
# Launch the GUI editor
cargo run -p soundgen-gui
```
## MCP Server (for LLM integration)
## Training Pipeline (AI + Human Feedback)
Run the MCP server on stdio:
### 1. Connect the MCP server
```bash
cargo run -p soundgen-mcp -- --presets-dir presets
cargo run -p soundgen-mcp -- --presets-dir presets --db feedback.db
```
Configure in Claude Desktop / MCP client:
Add to your MCP client config (Claude Desktop, OpenCode, etc.):
```json
{
"mcpServers": {
"soundgen": {
"command": "/path/to/soundgen-mcp",
"args": ["--presets-dir", "/path/to/presets"]
"args": ["--presets-dir", "/path/to/presets", "--db", "/path/to/feedback.db"]
}
}
}
```
LLM workflow:
1. `list_presets` → see available sounds
2. `generate_sfx { preset: "jump", out_path: "assets/jump.wav" }` → WAV created
3. `render_sound { spec: {...}, out_path: "assets/custom.wav" }` → custom sound
### 2. AI generates sounds
The AI calls MCP tools to create sounds:
| Tool | What it does |
|---|---|
| `list_presets` | List available built-in presets |
| `generate_sfx` | Generate WAV from a named preset |
| `render_sound` | Generate WAV from a custom SoundSpec JSON — returns reference examples from your top-rated sounds |
| `generate_batch` | Generate multiple sounds, store in feedback DB (unrated) |
| `get_reference_sounds` | Search DB for highly-rated similar sounds |
### 3. You rate them
Open the GUI → **Training** tab → play each sound, rate 1-5 stars, type feedback:
- "too loud" → AI lowers volume next time
- "pitch зачем-то возрастает" → AI fixes the sweep
- "Идеально!" → AI uses this as a reference for future sounds
### 4. AI improves
When the AI calls `render_sound` with `name: "explosion"`, the MCP server searches the feedback DB for similar highly-rated sounds and returns their specs as reference examples. The AI sees what worked and adjusts its approach.
### 5. Export for fine-tuning (optional)
Once you have 100+ rated sounds, export them as a JSONL dataset for LoRA fine-tuning:
```bash
# In GUI: Training tab → "Export Dataset"
# Creates feedback_dataset.jsonl with all 4★+ sounds
```
## SoundSpec JSON Format
@@ -75,6 +120,7 @@ LLM workflow:
"duty": 50,
"frequency": { "start": 200, "end": 800, "curve": "exponential" },
"envelope": { "attack": 0.01, "decay": 0.15, "sustain": 0.0, "release": 0.14 },
"vibrato": { "rate": 8, "depth": 200 },
"volume": 0.7
}
]
@@ -82,36 +128,20 @@ LLM workflow:
```
Channel types: `pulse`, `triangle`, `noise`
## Song JSON Format (Sequencer)
```json
{
"bpm": 120,
"rows_per_beat": 4,
"tracks": [
{ "type": "pulse", "duty": 50, "volume": 0.4 }
],
"patterns": [
{ "rows": [ { "notes": [{"frequency": 440}] }, {"notes": [null]} ] }
],
"pattern_order": [0]
}
```
Optional fields: `filter` (lowpass/highpass + cutoff sweep), `vibrato` (LFO frequency modulation)
## Architecture
Cargo workspace:
| Crate | Purpose |
|---|---|
| `soundgen-core` | Synthesis engine (generators, effects, mixer). No I/O. |
| `soundgen-fmt` | `SoundSpec` JSON schema + `PresetRegistry` |
| `soundgen-io` | WAV writer (`hound`) + playback (subprocess) |
| `soundgen-io` | WAV writer (`hound`) + playback |
| `soundgen-seq` | Sequencer: patterns, songs |
| `soundgen-cli` | `gen`, `render`, `render-song`, `list-presets` |
| `soundgen-mcp` | MCP server for LLM tool-use |
| `soundgen-gui` | egui GUI editor |
| `soundgen-mcp` | MCP server: 5 tools for LLM integration |
| `soundgen-gui` | egui GUI: editor + training tab |
| `soundgen-feedback` | SQLite feedback database + similarity search |
| `soundgen-runtime` | NES-authentic DAC + `SoundBank` for game embedding |
## Runtime Library (for game integration)