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GodotAudioInteractionProcedural synthesisNative projectVerification

Sonic Loom · An audible rhythm loom

Godot · Four original timbres in an interactive sixteen-step sequencer

Sonic Loom in a real Godot window, with a dark panel, four colored parts, sixteen-step buttons and a playhead
Sonic Loom in a real Godot window, with a dark panel, four colored parts, sixteen-step buttons and a playhead

Creative goal

Create an original Godot instrument that truly works and produces sound, grounding its presentation in real host recordings and input tests rather than a static image of controls.

Tap colored steps and let Earth, Dust, Air and Glass weave an A minor rhythm. Supports play/pause, tempo, part muting, save, reload and reset, with a downloadable standalone native project.

Models and versions

Production, post-production and review are attributed separately. Unknown means records are insufficient; it does not mean the current model produced the work.

Planning
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
Original four-part sequencer and layout

Native production
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
MCP creation and saving of the Godot project

Code
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
Interactive step editing, timbres, state persistence and tests

Reference
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
No image generation or external audio references used

Media post-production
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
Transcoding of native recordings and a measured waveform

Visual review
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
Real hero, small-window view and sampled video frames

Technical review
Unknown · Reasoning effort:Unknown

No verifiable stage-specific model or reasoning-effort configuration records were obtained; attribution is not inferred from self-description or files.
Native logic, keyboard/mouse input, save/reopen and audio measurements

Version history

  • v1 native sequencer ·

    Produced through real MCP calls and recorded in real Godot with sound. Fixed rapidly queued clicks and log-field issues, then saved and reopened the native project. Subjective listening remains explicitly incomplete.

English translation. Read the original Chinese text. Source evidence, downloads and native artwork retain their original language.

Prompt

Reusable prompt template
In a separate blank Godot project, first load and describe the Godot script, scene-management, project-management and audio MCP skills, then use typed create_script / edit_script calls to build an original four-color, sixteen-step sequencer. Synthesize timbres with deterministic mathematics, without third-party samples. Attach the script to a Node2D main scene, save and read back its structure. Implement play/pause, tempo, step editing, part muting, reset and local save/reload. Record a real windowed Godot session with its native mixed sound; separately check the UI with actual keyboard/mouse input. Rerun native tests after every change and inspect pixels before preparing the redacted case. Supply native source, WAV/MP3, video with sound, a measured waveform, licenses and hashes. Do not equate the absence of clipping with subjective listening.

Reusable instructions based on the actual production path, not the user's original wording.

Software and tools

Host / renderer
Godot 4.6.3 · Compatibility / Mesa llvmpipe · Windowed Xvfb
Adapter / Core
dcc-mcp-godot 0.9.6 · Core / CLI / Gateway 0.20.42
Imagery / recording
1280 × 800 · 30 fps · 13 seconds · 44.1 kHz stereo PCM
  • godot_script create_script / edit_script / validate_script

    The sequencer source was actually written and compiled through the gateway; issues found by keyboard/mouse tests were also fixed through MCP.

  • create_scene / attach_script / save_scene / get_scene_tree

    Attach and save the native Node2D main scene, then read back its structure.

  • set_project_setting / get_audio_bus_layout

    Configure the main scene, canvas size, renderer and mixing sample rate, and read the actual Master bus.

  • Godot Movie Maker / native input test

    Real windowed pixels and mixed sound were recorded in separate CI; xdotool generated actual keyboard/mouse events. These are not claimed as MCP render responses.

Refer to project documentation for installation, compatibility and current capabilities. This case's actual environment and execution evidence are recorded above.

Step-by-step process

  1. Write your own sound

    The kick, noise snare, closed hi-hat and A minor bell tones are synthesized entirely at Godot runtime, without recordings or third-party samples.

  2. Make rhythm a playable object

    Four colors, shapes, a playhead underline and density lines establish hierarchy; both mouse and keyboard shortcuts control the actual sequence.

  3. Let real input reveal problems

    The first keyboard/mouse test exposed queued-click coordinate issues, fixed by using event coordinates. A conflicting event-log field was then corrected and the full native test was rerun.

  4. Keep evidence you can hear

    The film audio comes directly from Godot's mix; WAV/MP3 use the same recording. Only the actual PCM waveform below is a measurement plot; the animation above the interface is not a spectrum.

Results

A 13-second real Godot Movie Maker recording with native sound, showing editing, tempo changes, pause and resume. Video actions are scripted demonstrations; real keyboard/mouse input is verified separately.

Unable to play?Download audio (MP3)

Press play to listen to the same native recording; no autoplay. Subjective listening is incomplete; passing numeric checks does not establish listening acceptance.
PCM waveform of the actual Godot mix
Plotted from actual samples in the lossless WAV. 44.1 kHz stereo, 13 seconds; zero clipped samples.
Native screenshot in a 960 × 600 small window
A real saved-and-reopened view in a smaller window, showing the controls remain fully laid out. This is not mobile touch verification.

Verification and boundaries

Check records; each row distinguishes historical measurements from this review.
CheckResultObservations and supporting evidence
typed_mcp_authoringPassed{"calls": 19, "source_sha256": "ecd55c4f64914d07a72d7fd65bfacd81e91d05a7807c3827348edbb44cc2a8d0", "all_success": true}
native_logic_testsPassed{"checks": [{"name": "step toggles on", "pass": true}, {"name": "repeated step toggles off", "pass": true}, {"name": "upper tempo bound", "pass": true}, {"name": "lower tempo bound", "pass": true}, {"name": "save and reopen edited pattern", "pass": true}, {"name": "play starts first step", "pass": true}, {"name": "pause preserves step", "pass": true}, {"name": "reset restores defaults", "pass": true}, {"name": "voice 0 has nonzero PCM", "pass": true, "peak": 0.848715722560883, "samples": 21168}, {"name": "voice 1 has nonzero PCM", "pass": true, "peak": 0.520991623401642, "samples": 10584}, {"name": "voice 2 has nonzero PCM", "pass": true, "peak": 0.236068367958069, "samples": 3969}, {"name": "voice 3 has nonzero PCM", "pass": true, "peak": 0.370319485664368, "samples": 31752}], "passed": true}
real_keyboard_mouse_and_save_reloadPassed{"mouse_step": true, "tempo_button": true, "play_pause": true, "mute": true, "saved_pattern_reopened": true, "reset_twice": true}
real_mixed_audioPassed{"sample_rate_hz": 44100, "channels": 2, "duration_s": 13.0, "peak": 0.75927734375, "rms": 0.11922150384962876, "nonzero_samples": 1083782, "clipped_samples": 0, "source": "Godot Movie Maker real mixer output", "passed": true}
visual_reviewPassed"Real native hero, smaller window and sampled video frames inspected; labels, controls, grid, playhead and footnotes remain legible without overlap."
source_archivePassed{"relative_paths_only": true, "native_dependencies": 0, "zip_integrity": true}
Subjective listeningnot_runNo listening input is available in the current environment. Please use the player to listen; technical PCM checks do not replace listening review.

Evidence limits

  • Subjective listening has not been performed. Use the audio player to audition on the target listening device.
  • Native desktop interaction was verified under Linux Xvfb; browser playable Godot export, mobile touch and hardware audio-device latency were not tested.
  • MCP authored and saved the source and scene. CI rendering and Movie Maker capture invoke Godot directly; they are not an MCP scene-preview return.
  • The small top-right animation is decorative, and THE THREAD is pattern density. Only waveform.png is measured from real audio PCM.
  • The movie uses a scripted demonstration of edits; separate xdotool keyboard/mouse evidence establishes actual UI input.
  • Pause stops sequencing; already-triggered voice tails decay naturally.
  • The root scene contains source-drawn artwork and runtime players; individual pads are not separate editor nodes.
  • Exact model identity and reasoning configuration are unknown.
  • The run is not stderr-warning-free: Xvfb V-Sync and Movie Maker ObjectDB-at-exit warnings are disclosed.

Last reviewed: 2026-10-11T15:00:00Z

Project files

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Resources and rights

Source:Source and code
Source commit:e5ee3e8a904d71119e391b20c57698629c2193d0

Author:DCC-MCP showcase contributors
License scope:Original source and test code, visual design, native assets and media: rights reserved; no new MIT, Creative Commons or other license grant. Existing site-code MIT and third-party licenses remain separate.
Contains no third-party samples, software binaries, account information or private assets.