Delegate independent tasks to specialized agents working concurrently with isolated context.
Generative Music Composer
generative-music-composer
Creates algorithmic music composition systems using procedural generation, Markov chains, L-systems, and neural approaches for ambient, adaptive, and experimental music.
SKILL.md
Full skill instructions
Generative Music Composer
This skill provides guidance for creating algorithmic and procedural music systems that generate compositions autonomously or semi-autonomously.
Core Competencies
- Algorithmic Composition: Rule-based music generation
- Stochastic Methods: Markov chains, probability distributions
- Formal Grammars: L-systems, generative grammars for music
- Adaptive Systems: Music that responds to input/context
- Neural Approaches: ML-based generation techniques
Generative Music Fundamentals
Generation Paradigms
| Approach | Description | Best For |
|---|---|---|
| Rule-based | Explicit compositional rules | Traditional styles, controlled output |
| Stochastic | Probability-driven selection | Natural variation, surprise |
| Grammar-based | Recursive structure generation | Complex forms, self-similarity |
| Constraint-based | Satisfy musical constraints | Harmony, voice leading |
| Learning-based | Train on corpus | Style imitation, novelty |
Musical Elements to Generate
┌─────────────────────────────────────────────────────────┐
│ Music Generation Layers │
├─────────────────────────────────────────────────────────┤
│ │
│ Macro Structure │ Form, sections, key areas │
│ ──────────────────────────────────────────────────────│
│ Harmony │ Chord progressions, voice leading │
│ ──────────────────────────────────────────────────────│
│ Melody │ Pitch sequences, contour, rhythm │
│ ──────────────────────────────────────────────────────│
│ Rhythm │ Duration patterns, meter, groove │
│ ──────────────────────────────────────────────────────│
│ Timbre/Texture │ Instrumentation, dynamics │
│ ──────────────────────────────────────────────────────│
│ Micro Variation │ Ornaments, expression, humanize │
│ │
└─────────────────────────────────────────────────────────┘
Stochastic Generation
Markov Chain Melody
import random
from collections import defaultdict
class MarkovMelodyGenerator:
"""Generate melodies using Markov chains"""
def __init__(self, order=2):
self.order = order
self.transitions = defaultdict(list)
def train(self, melodies):
"""Learn from existing melodies (lists of MIDI notes)"""
for melody in melodies:
for i in range(len(melody) - self.order):
state = tuple(melody[i:i + self.order])
next_note = melody[i + self.order]
self.transitions[state].append(next_note)
def generate(self, length, seed=None):
"""Generate a new melody"""
if seed is None:
seed = random.choice(list(self.transitions.keys()))
melody = list(seed)
for _ in range(length - self.order):
state = tuple(melody[-self.order:])
if state in self.transitions:
next_note = random.choice(self.transitions[state])
else:
# Fallback: random from all possible next notes
next_note = random.choice(
[n for notes in self.transitions.values() for n in notes]
)
melody.append(next_note)
return melody
Weighted Random Selection
def weighted_choice(options, weights):
"""Select with custom probability distribution"""
total = sum(weights)
r = random.uniform(0, total)
cumulative = 0
for option, weight in zip(options, weights):
cumulative += weight
if r <= cumulative:
return option
return options[-1]
# Scale degree probabilities (tendency tones)
scale_weights = {
1: 0.20, # Tonic - stable, common
2: 0.10, # Supertonic - passing
3: 0.15, # Mediant - stable
4: 0.10, # Subdominant - tendency to 3
5: 0.20, # Dominant - stable
6: 0.10, # Submediant - relative major/minor
7: 0.05, # Leading tone - strong tendency
8: 0.10 # Octave
}
def generate_scale_melody(length, key='C', scale='major'):
degrees = list(scale_weights.keys())
weights = list(scale_weights.values())
melody = [weighted_choice(degrees, weights) for _ in range(length)]
return [degree_to_midi(d, key, scale) for d in melody]
Grammar-Based Generation
L-System for Musical Structure
class MusicalLSystem:
"""L-system for generating musical phrases"""
def __init__(self):
self.rules = {
'A': 'AB', # Antecedent expands to Antecedent + Bridge
'B': 'CA', # Bridge expands to Consequent + Antecedent
'C': 'DC', # Consequent expands to Development + Consequent
'D': 'A' # Development returns to Antecedent
}
self.interpretations = {
'A': self._phrase_a,
'B': self._phrase_b,
'C': self._phrase_c,
'D': self._phrase_d
}
def generate_structure(self, axiom='A', iterations=4):
"""Generate formal structure"""
result = axiom
for _ in range(iterations):
result = ''.join(self.rules.get(c, c) for c in result)
return result
def realize(self, structure):
"""Convert structure to musical phrases"""
phrases = []
for symbol in structure:
if symbol in self.interpretations:
phrases.append(self.interpretations[symbol]())
return phrases
def _phrase_a(self):
# Antecedent: tension-building phrase
return generate_phrase(contour='ascending', cadence='half')
def _phrase_b(self):
# Bridge: transitional material
return generate_phrase(contour='static', cadence='deceptive')
def _phrase_c(self):
# Consequent: resolution phrase
return generate_phrase(contour='descending', cadence='authentic')
def _phrase_d(self):
# Development: variation material
return generate_phrase(contour='varied', cadence='half')
Generative Grammar for Rhythm
class RhythmGrammar:
"""Context-free grammar for rhythm generation"""
def __init__(self):
# Non-terminal symbols with production rules
self.rules = {
'MEASURE': [
['HALF', 'HALF'],
['QUARTER', 'QUARTER', 'QUARTER', 'QUARTER'],
['DOTTED_HALF', 'QUARTER'],
['BEAT', 'BEAT', 'BEAT', 'BEAT']
],
'HALF': [
['QUARTER', 'QUARTER'],
['half']
],
'QUARTER': [
['EIGHTH', 'EIGHTH'],
['quarter'],
['SIXTEENTH', 'SIXTEENTH', 'EIGHTH']
],
'BEAT': [
['quarter'],
['EIGHTH', 'EIGHTH'],
['TRIPLET']
],
'EIGHTH': [
['eighth'],
['SIXTEENTH', 'SIXTEENTH']
],
'TRIPLET': [
['triplet', 'triplet', 'triplet']
],
'SIXTEENTH': [
['sixteenth']
]
}
def generate(self, symbol='MEASURE'):
"""Recursively expand grammar"""
if symbol not in self.rules:
return [symbol] # Terminal symbol
# Choose random production rule
production = random.choice(self.rules[symbol])
result = []
for s in production:
result.extend(self.generate(s))
return result
Constraint-Based Harmony
Voice Leading Rules
class HarmonyGenerator:
"""Generate chord progressions with voice leading constraints"""
def __init__(self, key='C', mode='major'):
self.key = key
self.mode = mode
self.chord_vocabulary = self._build_chords()
def generate_progression(self, length=8):
"""Generate progression satisfying constraints"""
progression = [self._tonic_chord()] # Start on tonic
for _ in range(length - 2):
current = progression[-1]
candidates = self._valid_next_chords(current)
next_chord = self._select_chord(candidates, current)
progression.append(next_chord)
# End with cadence
progression.append(self._dominant_chord())
progression.append(self._tonic_chord())
return progression
def _valid_next_chords(self, current):
"""Filter chords by voice leading constraints"""
candidates = []
for chord in self.chord_vocabulary:
if self._check_voice_leading(current, chord):
candidates.append(chord)
return candidates
def _check_voice_leading(self, chord1, chord2):
"""Check voice leading rules"""
# No parallel fifths
if self._has_parallel_fifths(chord1, chord2):
return False
# No parallel octaves
if self._has_parallel_octaves(chord1, chord2):
return False
# Resolve tendency tones
if not self._resolves_tendencies(chord1, chord2):
return False
# Limit voice movement
if self._excessive_movement(chord1, chord2):
return False
return True
Functional Harmony
# Chord function probabilities
PROGRESSION_TENDENCIES = {
'I': {'IV': 0.3, 'V': 0.3, 'vi': 0.2, 'ii': 0.1, 'iii': 0.1},
'ii': {'V': 0.7, 'vii': 0.2, 'IV': 0.1},
'iii': {'vi': 0.4, 'IV': 0.3, 'ii': 0.2, 'I': 0.1},
'IV': {'V': 0.4, 'I': 0.2, 'ii': 0.2, 'vii': 0.1, 'vi': 0.1},
'V': {'I': 0.6, 'vi': 0.3, 'IV': 0.1},
'vi': {'IV': 0.3, 'ii': 0.3, 'V': 0.2, 'I': 0.1, 'iii': 0.1},
'vii': {'I': 0.5, 'iii': 0.3, 'vi': 0.2}
}
def generate_functional_progression(length):
progression = ['I']
for _ in range(length - 1):
current = progression[-1]
tendencies = PROGRESSION_TENDENCIES[current]
next_chord = weighted_choice(
list(tendencies.keys()),
list(tendencies.values())
)
progression.append(next_chord)
return progression
Adaptive and Interactive Music
Parameter-Driven Generation
class AdaptiveComposer:
"""Music that responds to external parameters"""
def __init__(self):
self.parameters = {
'energy': 0.5, # 0-1: calm to intense
'tension': 0.5, # 0-1: consonant to dissonant
'density': 0.5, # 0-1: sparse to dense
'tempo_factor': 1.0 # Tempo multiplier
}
def update_parameter(self, name, value):
self.parameters[name] = max(0, min(1, value))
def generate_measure(self):
"""Generate music adapted to current parameters"""
energy = self.parameters['energy']
tension = self.parameters['tension']
density = self.parameters['density']
# Adapt musical elements
note_density = int(4 + density * 12) # 4-16 notes
velocity_range = (40 + int(energy * 40), 80 + int(energy * 47))
# Tension affects harmony
if tension < 0.3:
chord_pool = ['I', 'IV', 'V', 'vi'] # Consonant
elif tension < 0.7:
chord_pool = ['ii', 'iii', 'IV', 'V', 'vi'] # Mixed
else:
chord_pool = ['ii', 'vii', 'V7', 'bVII', 'iv'] # Tense
# Generate with adapted parameters
return self._generate_notes(
density=note_density,
velocity_range=velocity_range,
harmonic_pool=chord_pool
)
Game Audio Adaptive System
class GameMusicSystem:
"""Layered adaptive music for games"""
def __init__(self):
self.layers = {
'ambient': {'volume': 1.0, 'active': True},
'percussion': {'volume': 0.0, 'active': False},
'melody': {'volume': 0.0, 'active': False},
'intensity': {'volume': 0.0, 'active': False}
}
self.current_state = 'exploration'
def set_game_state(self, state, transition_time=2.0):
"""Crossfade layers based on game state"""
presets = {
'exploration': {
'ambient': 1.0, 'percussion': 0.0,
'melody': 0.3, 'intensity': 0.0
},
'tension': {
'ambient': 0.7, 'percussion': 0.3,
'melody': 0.5, 'intensity': 0.3
},
'combat': {
'ambient': 0.3, 'percussion': 1.0,
'melody': 0.7, 'intensity': 1.0
},
'victory': {
'ambient': 0.5, 'percussion': 0.5,
'melody': 1.0, 'intensity': 0.0
}
}
target = presets.get(state, presets['exploration'])
self._crossfade_to(target, transition_time)
self.current_state = state
Output Formats
MIDI Generation
from midiutil import MIDIFile
def create_midi(melody, filename='output.mid', tempo=120):
"""Export melody to MIDI file"""
midi = MIDIFile(1) # One track
track = 0
channel = 0
time = 0
volume = 100
midi.addTempo(track, 0, tempo)
for note in melody:
pitch = note['pitch']
duration = note['duration']
midi.addNote(track, channel, pitch, time, duration, volume)
time += duration
with open(filename, 'wb') as f:
midi.writeFile(f)
Best Practices
Musical Coherence
- Repetition with variation: Repeat themes but vary them
- Motivic development: Transform small ideas
- Hierarchical structure: Phrases → sections → movements
- Tension and release: Build and resolve over time
Avoiding Common Pitfalls
- Pure randomness sounds chaotic—add constraints
- Too many rules sound mechanical—add stochastic variation
- Test with actual audio, not just data
- Consider performance/playability
References
references/music-theory-primer.md- Essential music theory for generationreferences/markov-music.md- Advanced Markov chain techniquesreferences/midi-reference.md- MIDI specification and libraries
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