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| 1 | +# PR_26146_002-midi-studio-v2-details |
| 2 | + |
| 3 | +## Scope |
| 4 | + |
| 5 | +Defines MIDI Studio V2 requirements only. This PR does not add implementation code, runtime wiring, UI files, tests, samples, or engine changes. |
| 6 | + |
| 7 | +## Purpose |
| 8 | + |
| 9 | +MIDI Studio V2 is a first-class Workspace V2 tool for importing, previewing, organizing, directing, and exporting game music based on `.mid` assets. The tool exists to make MIDI-authored music usable by games while keeping gameplay runtime audio predictable and inexpensive. |
| 10 | + |
| 11 | +## Requirements |
| 12 | + |
| 13 | +- MIDI Studio V2 must be JavaScript-driven only. |
| 14 | +- MIDI Studio V2 must support multiple MIDI songs declared in `game.manifest.json`. |
| 15 | +- MIDI Studio V2 must play imported `.mid` files for tool preview and debugging. |
| 16 | +- MIDI Studio V2 must include a Game Music Director mode for non-composers. |
| 17 | +- MIDI Studio V2 must not include MIDI input, MIDI keyboard capture, or recording scope. |
| 18 | +- MIDI Studio V2 must use manifest-owned music metadata as the persisted source of truth. |
| 19 | +- MIDI Studio V2 must support rendered export targets for WAV, MP3, and OGG. |
| 20 | +- Gameplay runtime should prefer rendered OGG or MP3 assets when live MIDI playback is too CPU-intensive. |
| 21 | +- Live MIDI playback is primarily for tools, preview, and debugging. |
| 22 | + |
| 23 | +## Out Of Scope |
| 24 | + |
| 25 | +- No MIDI input device support. |
| 26 | +- No recording workflow. |
| 27 | +- No DAW replacement workflow. |
| 28 | +- No runtime engine implementation. |
| 29 | +- No sample JSON alignment. |
| 30 | +- No Workspace Manager V2 registration in this PR. |
| 31 | +- No generated audio assets in this PR. |
| 32 | + |
| 33 | +## Manifest Ownership |
| 34 | + |
| 35 | +`game.manifest.json` owns music metadata. The manifest should store file/path-oriented references and metadata required by tools and runtime. It must not persist binary MIDI or rendered audio payloads inline, and it must not use `imageDataUrl` or equivalent data URL fields for persisted project/runtime/workspace contracts. |
| 36 | + |
| 37 | +Recommended ownership boundaries: |
| 38 | + |
| 39 | +- `music.songs[]` owns song identity, source MIDI path, rendered asset paths, loop metadata, tags, mood, intensity, and intended gameplay usage. |
| 40 | +- `tools.midi-studio-v2` owns tool-specific authoring preferences and selected song state when those values are part of the game manifest contract. |
| 41 | +- Workspace/toolState storage may hold active editing state, but durable song metadata should be written back to the manifest-owned music section. |
| 42 | + |
| 43 | +## Recommended Manifest Schema |
| 44 | + |
| 45 | +The exact runtime schema can evolve during implementation, but future work should preserve these contract principles: |
| 46 | + |
| 47 | +- Multiple songs are represented as an array. |
| 48 | +- Every song has a stable `id`. |
| 49 | +- Imported MIDI source uses a path field such as `sourceMidi`. |
| 50 | +- Rendered gameplay assets use explicit path fields grouped by format. |
| 51 | +- Runtime preference is declared without hiding fallback behavior. |
| 52 | +- Tags and director metadata are manifest-owned and readable without launching the tool. |
| 53 | + |
| 54 | +```json |
| 55 | +{ |
| 56 | + "music": { |
| 57 | + "version": 1, |
| 58 | + "runtimePreference": "rendered", |
| 59 | + "songs": [ |
| 60 | + { |
| 61 | + "id": "theme-main", |
| 62 | + "name": "Main Theme", |
| 63 | + "sourceMidi": "assets/music/midi/theme-main.mid", |
| 64 | + "rendered": { |
| 65 | + "ogg": "assets/music/rendered/theme-main.ogg", |
| 66 | + "mp3": "assets/music/rendered/theme-main.mp3", |
| 67 | + "wav": "assets/music/rendered/theme-main.wav" |
| 68 | + }, |
| 69 | + "defaultRuntimeFormat": "ogg", |
| 70 | + "loop": { |
| 71 | + "enabled": true, |
| 72 | + "startSeconds": 1.2, |
| 73 | + "endSeconds": 62.4 |
| 74 | + }, |
| 75 | + "director": { |
| 76 | + "mood": "heroic", |
| 77 | + "intensity": "medium", |
| 78 | + "usage": ["title", "menu"], |
| 79 | + "notes": "Bright opening cue for the first player-facing screen." |
| 80 | + }, |
| 81 | + "tags": ["theme", "menu", "heroic"] |
| 82 | + }, |
| 83 | + { |
| 84 | + "id": "combat-light", |
| 85 | + "name": "Light Combat", |
| 86 | + "sourceMidi": "assets/music/midi/combat-light.mid", |
| 87 | + "rendered": { |
| 88 | + "ogg": "assets/music/rendered/combat-light.ogg", |
| 89 | + "mp3": "assets/music/rendered/combat-light.mp3", |
| 90 | + "wav": "assets/music/rendered/combat-light.wav" |
| 91 | + }, |
| 92 | + "defaultRuntimeFormat": "ogg", |
| 93 | + "loop": { |
| 94 | + "enabled": true, |
| 95 | + "startSeconds": 0, |
| 96 | + "endSeconds": 48 |
| 97 | + }, |
| 98 | + "director": { |
| 99 | + "mood": "tense", |
| 100 | + "intensity": "high", |
| 101 | + "usage": ["combat", "encounter"], |
| 102 | + "notes": "Short loop for early combat encounters." |
| 103 | + }, |
| 104 | + "tags": ["combat", "loop", "tense"] |
| 105 | + } |
| 106 | + ] |
| 107 | + }, |
| 108 | + "tools": { |
| 109 | + "midi-studio-v2": { |
| 110 | + "activeSongId": "theme-main", |
| 111 | + "directorMode": { |
| 112 | + "enabled": true, |
| 113 | + "defaultIntensity": "medium" |
| 114 | + } |
| 115 | + } |
| 116 | + } |
| 117 | +} |
| 118 | +``` |
| 119 | + |
| 120 | +## Alternate Compact Manifest Example |
| 121 | + |
| 122 | +For small games, rendered asset entries may omit unavailable formats while keeping the source MIDI and stable song IDs. |
| 123 | + |
| 124 | +```json |
| 125 | +{ |
| 126 | + "music": { |
| 127 | + "version": 1, |
| 128 | + "runtimePreference": "rendered", |
| 129 | + "songs": [ |
| 130 | + { |
| 131 | + "id": "ambient-cave", |
| 132 | + "name": "Ambient Cave", |
| 133 | + "sourceMidi": "assets/music/midi/ambient-cave.mid", |
| 134 | + "rendered": { |
| 135 | + "ogg": "assets/music/rendered/ambient-cave.ogg" |
| 136 | + }, |
| 137 | + "defaultRuntimeFormat": "ogg", |
| 138 | + "loop": { |
| 139 | + "enabled": true |
| 140 | + }, |
| 141 | + "director": { |
| 142 | + "mood": "mysterious", |
| 143 | + "intensity": "low", |
| 144 | + "usage": ["level", "exploration"] |
| 145 | + }, |
| 146 | + "tags": ["ambient", "cave"] |
| 147 | + } |
| 148 | + ] |
| 149 | + } |
| 150 | +} |
| 151 | +``` |
| 152 | + |
| 153 | +## Runtime Expectations |
| 154 | + |
| 155 | +Gameplay runtime should treat rendered audio as the preferred path when live MIDI playback would be too CPU-intensive or inconsistent across browsers. Runtime selection should be explicit: |
| 156 | + |
| 157 | +- Prefer `defaultRuntimeFormat` when the file exists and the browser can play it. |
| 158 | +- Prefer OGG for gameplay when supported. |
| 159 | +- Use MP3 as the broad compatibility fallback when OGG is unavailable. |
| 160 | +- Treat WAV as an export/mastering target unless a game explicitly opts into it. |
| 161 | +- Do not silently switch to live MIDI if rendered assets are missing. |
| 162 | +- Report missing rendered assets as visible validation or runtime diagnostics. |
| 163 | + |
| 164 | +Live MIDI playback remains valuable for: |
| 165 | + |
| 166 | +- imported `.mid` preview; |
| 167 | +- tool-side arrangement inspection; |
| 168 | +- debugging tempo, loop, and channel metadata; |
| 169 | +- export comparison against rendered targets. |
| 170 | + |
| 171 | +## Game Music Director Mode |
| 172 | + |
| 173 | +Game Music Director mode should help non-composers choose, organize, and prepare songs without requiring music theory or DAW knowledge. |
| 174 | + |
| 175 | +Expected future capabilities: |
| 176 | + |
| 177 | +- browse songs by mood, intensity, usage, and tags; |
| 178 | +- recommend title, menu, level, encounter, combat, victory, defeat, and ambient usage categories; |
| 179 | +- show whether each song has source MIDI and rendered gameplay assets; |
| 180 | +- expose loop and runtime readiness status in plain language; |
| 181 | +- support simple notes for intent and scene placement; |
| 182 | +- avoid editing workflows that imply MIDI recording or performance capture. |
| 183 | + |
| 184 | +Game Music Director mode should write durable decisions to manifest-owned music metadata, not hidden local storage or disconnected tool-only state. |
| 185 | + |
| 186 | +## First-Class Tool Lifecycle Notes |
| 187 | + |
| 188 | +Future MIDI Studio V2 implementation should follow the First-Class Tool Lifecycle Contract from `docs/dev/PROJECT_INSTRUCTIONS.md`. |
| 189 | + |
| 190 | +Implementation notes for a future PR: |
| 191 | + |
| 192 | +- Create the tool under `tools/midi-studio-v2/`. |
| 193 | +- Start from `tools/_templates-v2`. |
| 194 | +- Preserve template headers, NAV, panels, accordions, status/logging, CSS wiring, JS bootstrapping, and accessibility structure. |
| 195 | +- Register through existing first-class tool patterns in `tools/index.html` and `tools/workspace-manager-v2/index.html`. |
| 196 | +- Participate in Workspace Manager V2 launch/navigation patterns. |
| 197 | +- Support dirty-state handling and save/cancel lifecycle behavior. |
| 198 | +- Validate manifest and toolState payloads before render. |
| 199 | +- Reject invalid MIDI/music metadata without partial render. |
| 200 | +- Log import, preview, export, missing file, and unsupported format failures visibly. |
| 201 | +- Keep CSS and JavaScript external. |
| 202 | +- Do not introduce an isolated persistence system. |
| 203 | +- Do not introduce an alternate launch/navigation system. |
| 204 | + |
| 205 | +## Validation |
| 206 | + |
| 207 | +Playwright impacted: No. |
| 208 | + |
| 209 | +No Playwright impact. This PR is docs/spec only. |
| 210 | + |
| 211 | +Required validation: |
| 212 | + |
| 213 | +- `git diff --check` |
| 214 | + |
| 215 | +Full samples smoke test is skipped because this PR changes only documentation and does not affect sample loading, shared sample framework behavior, or sample runtimes. |
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