by owoevan-dev
An Agent Skill that writes original instrumental music as editable notes, then performs, mixes and masters it on free sampled instruments (CC0 or free for any use) and synthesizers. MIDI, stems and game loops; no audio-generation model.
Available after the catalog security scan passes.
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# Add to your Claude Code skills
git clone https://github.com/owoevan-dev/music-skillGuides for using ai agents skills like music-skill.
See how music-skill compares with popular alternatives.
music-skill is an Agent Skill for writing original instrumental music the way a composer and a small studio would. The agent writes every note. The skill checks the score, plays it on sampled instruments, mixes it and masters it.
No audio-generation model is involved. Besides the MP3 and WAV you get the MIDI, a stem per part, and a project file in which any note can be changed and rendered again.
Claude (Opus 5.5, xhigh effort) made each of these with this skill's version 0.3.0, in one run from a one-line subject and the rules every agent followed. It chose the title, the form, the instruments and the sounds, wrote every note, and reviewed, rendered and revised its own work; nobody edited the result. Each example folder has the prompt, the agent's script and the project as it was rendered.
Fughetta on a Lantern Theme (1:55), from "a baroque-style miniature for harpsichord and strings, with imitative counterpoint between the voices": a Grave, then a fughetta in D minor whose subject enters in each of the four string voices in turn (the example).
Before and after changes one note of a short piece, and compare shows everything in the render that changed with it: the part, its bus, the reverb's tail and the master.
The recordings download as MP3 files from the release examples-2.
Install the skill. In Claude Code:
/plugin marketplace add owoevan-dev/music-skill
/plugin install music-skill@music-skill
For Codex and other agents: npx skills add owoevan-dev/music-skill.
Ask your agent to set up the renderer and the sound banks. It runs the commands under Install: about 3.7 GB of downloads, then about five minutes on our test machine.
Ask for a piece in plain words:
Write a one-minute looping town theme for my RPG: recorder, harp and light strings.
You get an MP3 and a WAV, the MIDI, a stem per part, the buses and reverb returns that add up to the mix, and the project file. On a 24-thread laptop each of the examples above rendered from scratch in half a minute (the fughetta) to two and a half minutes (the city pop).
A text-to-music model hands you a finished waveform. Some can regenerate a section, but you can't open the result and move one note, and you can't say where its sounds came from.
Here the agent writes the score, so the music is made of decisions you can read and change: the melody in bar 33, the voicing of a chord, how hard the drummer hits the crash. Change one note and only that part is played again; the mix is rebuilt around it. The sounds are multisampled recordings of real instruments under licences you can check, or the skill's own synthesizers, and no model trained on other people's recordings is involved.
If Claude or another agent is already cutting your video or building your game, it knows what the music has to fit: how long each scene runs, where the cuts land, when the narration starts, how a level loops. It can write to those numbers, with a swell that peaks on the reveal, a quieter bed under the voice, a loop as long as the level, and when the edit changes, rewrite just the bars that moved.
review lists sustained minor seconds and ninths between parts; names every note outside the written chords as a passing note, a suspension or another embellishing tone, asking about those not resolved by step; and lists parallel fifths and octaves between independent parts and close intervals too low in the register. Each one becomes a decision instead of an accident.analyze reports each section's level, spectrum and stereo image, how far the melody sits above the accompaniment, and how the master's tonal balance compares with published measurements of commercial recordings or with a reference in its genre. The numbers point at problems; they do not replace listening.Changing one note synthesizes only that part again, and a part whose notes and mix did not change plays its processed stem from the cache, as a DAW plays a frozen track. Every render mixes all the parts again, so the shared reverbs, their tails and the master follow the change. Each revision is one round: it checks the score, renders a draft (the same audio, without the files only delivery needs), measures it and compares it with the previous round, with a short summary of each. compare shows what changed between two renders: which parts were synthesized again, and which stems, buses and reverb returns changed, where and by how much.
For a game, a project can loop. The render folds the reverb tail back into the loop start and writes the loop points into a WAV and an Ogg file, in the forms Godot and RPG Maker look for, with a cue point at every section. It can also split the loop into layers that add up to the mix, for music that builds as play heats up.
Claude Code
/plugin marketplace add owoevan-dev/music-skill
/plugin install music-skill@music-skill
Codex and other agents
npx skills add owoevan-dev/music-skill
Or copy skills/music-production into your agent's skills folder.
The renderer, once per machine. Your agent can run these for you.
Python 3.10 or newer with NumPy. On Linux and macOS a virtual environment keeps NumPy apart from the system's Python and makes python the command below (Debian and Ubuntu need sudo apt install python3-venv first):
python3 -m venv .venv && . .venv/bin/activate # Windows: py -m venv .venv, then .venv\Scripts\activate
python -m pip install -r skills/music-production/requirements.txt
Windows x64 downloads pinned portable builds of FluidSynth and FFmpeg, and the Surge XT synthesizer with the plugin host that runs it (about 55 MB) and its 3,008 patches (about 217 MB); leave the patches out with --no-surge-catalog, or all of Surge with --no-surge:
python skills/music-production/scripts/bootstrap.py --runtime <folder>/.runtime --config <folder>/local-config.json
Linux (Ubuntu 24.04, Debian 13 or newer) and macOS use the system packages; Surge XT and its patches are downloaded as on Windows (on Linux, for x86-64):
sudo apt install fluidsynth ffmpeg libarchive-tools # macOS: brew install fluid-synth ffmpeg
python skills/music-production/scripts/bootstrap.py --system --runtime <folder>/.runtime --config <folder>/local-config.json
On macOS, Homebrew's ffmpeg cannot write a
music-skill is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by owoevan-dev. An Agent Skill that writes original instrumental music as editable notes, then performs, mixes and masters it on free sampled instruments (CC0 or free for any use) and synthesizers. MIDI, stems and game loops; no audio-generation model. It has 50 GitHub stars.
music-skill's catalog security scan is still queued. You can run an instant dependency and prompt-injection check now with the "Scan for vulnerabilities" button above.
Clone the repository with "git clone https://github.com/owoevan-dev/music-skill" and add it to your Claude Code skills directory (see the Installation section above).
music-skill is primarily written in Python. It is open-source under owoevan-dev on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh music-skill against similar tools.
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