CI / test (push) Waiting to run
- '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
171 lines
5.9 KiB
Markdown
171 lines
5.9 KiB
Markdown
# Soundgen
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8-bit sound synthesizer in Rust with AI-powered sound generation via MCP + human feedback loop.
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## Why Soundgen?
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Most free 8-bit sound tools are either closed-source, hard to automate, or don't integrate with AI workflows. Soundgen fixes this:
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- **LLM generates sounds** by calling MCP tools — no manual parameter tweaking
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- **You rate the results** in the GUI — the AI learns from your feedback
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- **The AI improves** — next time it generates a similar sound, it references your top-rated examples
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- **Export to WAV** — drop the files straight into your game
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```
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┌──────┐ generate_batch ┌─────────┐ rate 1-5★ ┌──────────┐
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│ AI │ ────────────────→ │ Sounds │ ──────────→ │ You │
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└──────┘ └─────────┘ └──────────┘
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▲ uses top-rated examples as reference │
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│ │
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└──────────────── ┌──────────────┐ ◄───────────────────┘
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│ Feedback DB │
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└──────────────┘
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```
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## Features
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- **Training pipeline**: AI generates → you rate → AI learns (SQLite feedback database)
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- **6 voice types**: pulse (NES duty cycles), triangle, noise (LFSR), DPCM, wavetable, FM
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- **Effects**: ADSR envelope, frequency sweep, biquad filter, vibrato (LFO)
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- **JSON-first**: every sound is a `SoundSpec` JSON — LLMs generate JSON naturally
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- **MCP server**: 5 tools for LLM integration (`list_presets`, `generate_sfx`, `render_sound`, `generate_batch`, `get_reference_sounds`)
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- **GUI**: egui editor with virtual keyboard, preset browser, channel controls, training tab
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- **13 built-in presets**: SFX, UI, ambient — extend with JSON files, no recompilation
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- **Sequencer**: pattern-based song playback (JSON)
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- **Runtime library**: NES-authentic nonlinear DAC + SoundBank for game embedding
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- **No allocations in audio hot path**: `tick() -> f32`
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## Quick Start
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```bash
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# CLI — list presets
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cargo run --bin soundgen -- list-presets
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# Generate from preset
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cargo run --bin soundgen -- gen jump --out jump.wav
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# Render custom spec
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cargo run --bin soundgen -- render presets/sfx/laser.json --out laser.wav
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# Render a song
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cargo run --bin soundgen -- render-song song.json --out music.wav
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# Launch the GUI editor
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cargo run -p soundgen-gui
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```
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## Training Pipeline (AI + Human Feedback)
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### 1. Connect the MCP server
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```bash
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cargo run -p soundgen-mcp -- --presets-dir presets --db feedback.db
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```
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Add to your MCP client config (Claude Desktop, OpenCode, etc.):
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```json
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{
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"mcpServers": {
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"soundgen": {
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"command": "/path/to/soundgen-mcp",
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"args": ["--presets-dir", "/path/to/presets", "--db", "/path/to/feedback.db"]
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}
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}
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}
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```
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### 2. AI generates sounds
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The AI calls MCP tools to create sounds:
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| Tool | What it does |
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| `list_presets` | List available built-in presets |
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| `generate_sfx` | Generate WAV from a named preset |
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| `render_sound` | Generate WAV from a custom SoundSpec JSON — returns reference examples from your top-rated sounds |
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| `generate_batch` | Generate multiple sounds, store in feedback DB (unrated) |
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| `get_reference_sounds` | Search DB for highly-rated similar sounds |
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### 3. You rate them
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Open the GUI → **Training** tab → play each sound, rate 1-5 stars, type feedback:
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- "too loud" → AI lowers volume next time
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- "pitch зачем-то возрастает" → AI fixes the sweep
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- "Идеально!" → AI uses this as a reference for future sounds
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### 4. AI improves
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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.
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### 5. Export for fine-tuning (optional)
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Once you have 100+ rated sounds, export them as a JSONL dataset for LoRA fine-tuning:
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```bash
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# In GUI: Training tab → "Export Dataset"
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# Creates feedback_dataset.jsonl with all 4★+ sounds
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```
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## SoundSpec JSON Format
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```json
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{
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"name": "jump",
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"duration": 0.3,
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"sample_rate": 44100,
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"channels": [
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{
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"type": "pulse",
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"duty": 50,
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"frequency": { "start": 200, "end": 800, "curve": "exponential" },
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"envelope": { "attack": 0.01, "decay": 0.15, "sustain": 0.0, "release": 0.14 },
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"vibrato": { "rate": 8, "depth": 200 },
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"volume": 0.7
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}
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]
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}
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```
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Channel types: `pulse`, `triangle`, `noise`
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Optional fields: `filter` (lowpass/highpass + cutoff sweep), `vibrato` (LFO frequency modulation)
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## Architecture
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| Crate | Purpose |
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|---|---|
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| `soundgen-core` | Synthesis engine (generators, effects, mixer). No I/O. |
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| `soundgen-fmt` | `SoundSpec` JSON schema + `PresetRegistry` |
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| `soundgen-io` | WAV writer (`hound`) + playback |
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| `soundgen-seq` | Sequencer: patterns, songs |
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| `soundgen-cli` | `gen`, `render`, `render-song`, `list-presets` |
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| `soundgen-mcp` | MCP server: 5 tools for LLM integration |
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| `soundgen-gui` | egui GUI: editor + training tab |
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| `soundgen-feedback` | SQLite feedback database + similarity search |
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| `soundgen-runtime` | NES-authentic DAC + `SoundBank` for game embedding |
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## Runtime Library (for game integration)
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```rust
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use soundgen_runtime::SoundBank;
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// Load all presets at init time
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let bank = SoundBank::load_dir(std::path::Path::new("presets"))?;
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// Play by name (zero-allocation, returns pre-rendered buffer)
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let (samples, sample_rate) = bank.get("jump").unwrap();
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// Pitch-shifted variant
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let (pitched, sr) = bank.get_pitched("jump", 1.5)?;
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```
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## Built-in Presets
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**SFX**: jump, explosion, coin, laser, hit, powerup
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**UI**: click, hover, confirm, error
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**Ambient**: wind, rain, drone
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## License
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MIT
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