16BarLogicGame is a Unity/FMOD adaptive music system built around a seven-state finite state machine (Idle, Explore, Combat, Anxiety, Epic, Win, Die). Each state drives a dedicated FMOD transition loop, and all state changes are held in a queue until the current bar boundary is reached — the system reads FMOD's timeline position, calculates bar length from BPM, and fires the transition at the exact bar edge.
Priority locking prevents lower-intensity states from interrupting high-priority states (e.g., Anxiety blocks queued Explore or Combat transitions until it resolves). Custom timers govern nuanced exit conditions, such as delaying Combat exit until a configurable post-encounter window elapses.
The repo includes a playable Unity scene with combat and spawner scaffolding for exercising all state transitions. It targets Unity 2022.3 with FMOD Studio integration.
Motif is a browser-based adaptive soundtrack workstation aimed at game composers who need structured, intentional score authoring rather than procedural generation. It covers the full composition pipeline: clip sequencing with music-theory transforms, multi-oscillator synthesis with LFO modulation, sample instrument building, scene layering with intensity curves, and automation lanes.
The tool handles the game-integration layer directly: trigger bindings map game state to scenes, deterministic resolution picks the correct cue at runtime, and a runtime-pack exporter serializes the project for engine consumption. MIDI import/export and 24/32-bit WAV export at standard sample rates are also included.
Everything runs client-side in the browser with no server, no telemetry, and no cloud sync. The project is a TypeScript monorepo of 16 npm packages under the @motif-studio scope, tested with 1,116 unit tests covering schema validation, playback, synthesis, effects, and studio integration.
Codex Game Music Skill is a Codex skill (Python-based) that takes game-scene prompts (e.g. 'desert field', 'volcano final boss', 'active battle') and translates them into multi-track Standard MIDI files. The agent infers scene role, loop structure, motif design, harmonic behavior, and adaptive layer splits, then emits .mid files you can open in any DAW, MuseScore, LMMS, or Midiano.
Outputs are intentionally kept editable: note data, loop plans, stem splits, and engine handoff notes rather than rendered audio. Bundled Python scripts reproduce the demo MIDI files without external dependencies. The workflow is honest about the distinction between MIDI sketches, SoundFont renders, and finished stems.
Primary use cases are rapid game-jam prototyping, adaptive-music layer design, and scene-aware BGM scaffolding that a composer or sound designer can take into a DAW for final production.