Files
Soundgen/README.md
T
Emil c7d6c40683 Initial release: 8-bit sound synthesizer with LLM/MCP integration
Soundgen is a Rust workspace for generating 8-bit/chiptune sound effects,
UI sounds, and ambient textures for game audio assets. It features JSON-first
sound specs, an MCP server for LLM tool-use, an egui GUI editor, and a
runtime library with NES-authentic DAC emulation.

Features:
- 6 voice types: pulse, triangle, noise, DPCM, wavetable, FM
- Effects: ADSR envelope, frequency sweep, biquad filter, vibrato
- 13 built-in presets (SFX/UI/ambient) as JSON data files
- MCP server: list_presets, generate_sfx, render_sound tools
- Pattern-based sequencer (JSON song format)
- egui GUI: virtual keyboard, preset browser, channel editor, undo/redo
- Runtime: NES nonlinear DAC + SoundBank for game embedding
- 90 tests, 0 warnings

Crates:
- soundgen-core: synthesis engine (no I/O)
- soundgen-fmt: SoundSpec JSON schema + PresetRegistry
- soundgen-io: WAV writer + audio playback
- soundgen-seq: sequencer (patterns, songs)
- soundgen-cli: gen/render/render-song/list-presets
- soundgen-mcp: MCP server for LLM integration
- soundgen-gui: egui editor
- soundgen-runtime: NES DAC + SoundBank
2026-06-21 22:07:05 +03:00

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Markdown

# Soundgen
8-bit sound synthesizer in Rust for game audio assets, with LLM integration via MCP.
## 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
- **Runtime library**: NES-authentic nonlinear DAC + SoundBank for game embedding
- **No allocations in audio hot path**: `tick() -> f32`, `&mut self`
## Quick Start
```bash
# List available presets
cargo run --bin soundgen -- list-presets
# Generate a sound from a preset
cargo run --bin soundgen -- gen jump --out assets/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
cargo run --bin soundgen -- render presets/sfx/laser.json --out laser.wav
# Render a song (sequencer)
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)
Run the MCP server on stdio:
```bash
cargo run -p soundgen-mcp -- --presets-dir presets
```
Configure in Claude Desktop / MCP client:
```json
{
"mcpServers": {
"soundgen": {
"command": "/path/to/soundgen-mcp",
"args": ["--presets-dir", "/path/to/presets"]
}
}
}
```
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
## SoundSpec JSON Format
```json
{
"name": "jump",
"duration": 0.3,
"sample_rate": 44100,
"channels": [
{
"type": "pulse",
"duty": 50,
"frequency": { "start": 200, "end": 800, "curve": "exponential" },
"envelope": { "attack": 0.01, "decay": 0.15, "sustain": 0.0, "release": 0.14 },
"volume": 0.7
}
]
}
```
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]
}
```
## 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-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-runtime` | NES-authentic DAC + `SoundBank` for game embedding |
## Runtime Library (for game integration)
```rust
use soundgen_runtime::SoundBank;
// Load all presets at init time
let bank = SoundBank::load_dir(std::path::Path::new("presets"))?;
// Play by name (zero-allocation, returns pre-rendered buffer)
let (samples, sample_rate) = bank.get("jump").unwrap();
// Pitch-shifted variant
let (pitched, sr) = bank.get_pitched("jump", 1.5)?;
```
## Built-in Presets
**SFX**: jump, explosion, coin, laser, hit, powerup
**UI**: click, hover, confirm, error
**Ambient**: wind, rain, drone
## License
MIT