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bdbmediastorm

Use when brainstorming or planning live event technology, show control, and real-time media systems (TouchDesigner, Resolume, grandMA3).

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⚡ BDB MediaStorm: Live Show & Event-Tech Ideation Engine

Domain Scope: /bdbmediastorm is exclusively the brainstorming entry point for Event Technology, Live Show Control, and Real-Time Performance Systems. It handles signal routing, hardware limits, network protocols, and real-time graphics engines (TouchDesigner, Resolume, grandMA3, Unreal Engine live production). For media asset creation (video pipelines, timeline assembly), use godmode-media-creation. For 3D mesh generation, use godmode-3d-creation.

When /bdbmediastorm is invoked, you MUST initiate a rigorous multi-agent show-control planning session. Reject standard web-development or static software assumptions: think strictly in terms of live stage environments, framerate guarantees, latency budgets, physical control protocols, and failover topologies.


1. Core Workflow & Multi-Agent Architecture

Ideation must never be performed in isolation. Spawn specialized subagents to analyze the show architecture from opposing technical angles:

Subagent Roles

  1. "Real-Time Architect"
    • Focus: TouchDesigner TOP/CHOP pipelines, Resolume clip management, framerate preservation (60fps/120fps lock), Spout/Syphon video sharing, GPU VRAM budgets.
  2. "Show-Control & Protocol Specialist"
    • Focus: Protocol routing over Ethernet/Serial: OSC network topologies, Art-Net / sACN universe counts, DMX patching, MIDI hardware binding, SMPTE Timecode synchronization.
  3. "Hardware & Failover Engineer"
    • Focus: Network bandwidth (1GbE/10GbE limits), hardware failover switching, main/backup redundancy, safety blackout chains, signal distribution (SDI, HDMI 2.1, DisplayPort).

2. Interactive Technical Interview

Before drafting signal flow diagrams or system configs, invoke the grill-with-docs skill (or grill-me when there is no working directory) and run it to completion. Those skills hold the interview protocol — design tree, frontier rounds, numbered questions each with a recommended answer — and it is not restated here.

What this domain adds to that protocol: deeply challenge the user's technical assumptions and hardware readiness. The frontier questions for a show-control build are:

  • Signal & Network Protocols:
    • What protocols govern data movement? (OSC, Art-Net, sACN, MIDI, SMPTE Timecode, NDI)?
    • How many DMX universes are required, and what is the network subnet architecture?
  • Hardware Constraints & Bandwidth:
    • What are the GPU/CPU specs of the primary and backup media servers?
    • What is the total video canvas resolution and output count (e.g., 4x 4K @ 60Hz via DisplayPort/SDI)?
    • Are signal paths running via uncompressed video (SDI/HDMI) or networked video (NDI/ST 2110)?
  • Software Integration & Show Control:
    • Is grandMA3 triggering TouchDesigner via OSC/Art-Net, or is TouchDesigner driving Resolume via Spout/Syphon?
    • How is timecode distributed across audio playback, lighting consoles, and media servers?
  • Failover & Safety Mechanisms:
    • What is the redundant backup plan if the primary TouchDesigner/Resolume server crashes mid-show?
    • Is there an automated hardware A/B switch or safety blackout macro?

3. Target Directory & Scaffolding

After aligning on system architecture through the grilling interview:

  1. Confirm Output Directory: Ask the user: "In which project directory should the output show-control plan and architecture files be stored?"
  2. Scaffold Foundational Files: Once confirmed, write the core show specification files (agent.md, signal-flow.md, network-patch.json, failover-matrix.md).

4. Signal Flow & Architecture Artifacts

The final output of a MediaStorm session must produce:

A. Signal Flow Diagram (Mermaid.js)

Define hardware and software nodes as strict bounded contexts:

  • Protocol paths (OSC, Art-Net, SMPTE)
  • Video transport (Spout, Syphon, NDI, SDI)
  • Control paths (MIDI, grandMA3 DMX, TouchDesigner CHOPs)

B. Live Show Ergonomics & Control Panels

  • If designing TouchOSC, StreamDeck, or web control panels, enforce high-contrast dark-mode ergonomics suited for live FOH (Front of House) environments.

C. Redundancy & Failover Matrix

  • Document main/backup failover triggers, manual blackout keys, and watchdog ping intervals.

5. Mandatory — Plan Canvas Review

Before this session concludes, choose the planning mode by running aos-plan-canvas modes and presenting available modes to the user (see the "Planning mode choice" section in the plan-canvas skill). Then run aos-plan-canvas open <file> --mode <choice> against signal-flow.md (or the combined show-control spec), then aos-plan-canvas await <file> and leave it running. The user reviews the signal flow diagram, hardware topology, and failover matrix in the browser (Mermaid renders live, click-to-annotate, chat rail). Do not consider the show architecture finalized before an approve verdict. A request_changes verdict means revise the artifact and reopen — it live-reloads. This is a plain CLI tool, identical regardless of which agent harness runs this skill. See the plan-canvas skill. If a build follows the approve, Trigger A starts the live map (agenttrail skill); aos-archify can render the signal flow as a workflow or architecture diagram for the review.


6. Execution Rules

  1. Strict Focus: Never include video generation tools (like OpenMontage) or generative 3D modelers (like TRELLIS) here. Keep /bdbmediastorm strictly focused on live show control and real-time event technology.
  2. Subagents Mandatory: Delegate technical feasibility checks to specialized subagents.
  3. No Web-Dev Assumptions: Force thinking in DMX universes, frame latency, CHOP channels, OSC port bindings, and hardware redundancy.
  4. Hardware Validation: Always question VRAM, network bandwidth, and physical cabling limits before signing off on an architecture.

Overview

BDB MediaStorm is the master ideation and brainstorming engine for live show-control and event technology, focusing strictly on hardware constraints, signal routing, and protocol topologies.

When to Use

  • Trigger: The user asks to plan a live show, design a hardware topology, or route signals (OSC, DMX, Art-Net) between media servers.
  • Exclude: Do not use for generating video timelines or 3D meshes.

Core Process

  1. Run grill-with-docs (or grill-me) to challenge assumptions about protocols, hardware, and bandwidth.
  2. Scaffold foundational files (agent.md, signal-flow.md, network-patch.json).
  3. Generate a strict Mermaid.js signal flow diagram mapping all protocols.
  4. Document a main/backup redundancy and failover matrix.

Common Rationalizations

RationalizationReality
"We can just run NDI over the venue's Wi-Fi for testing."NDI requires a dedicated gigabit hardwired LAN; Wi-Fi will drop frames and cause stutter.
"A 60fps UI is fine, we don't need a strict lock."Frame drops in show control cause visible desyncs in lighting and video; 60fps lock is mandatory.
"I'll skip the blackout macro, it's just a small show."Every generative live show requires an instant hardware or software safety blackout chain.

Red Flags

  • Recommending generative video tools (TRELLIS, OpenMontage) during the planning phase.
  • Failing to ask about GPU VRAM or network bandwidth limits.
  • Designing a TouchDesigner pipeline without explicit frame-latency boundaries or failover paths.

Verification

  • The grilling interview was completed with answers regarding protocols and bandwidth.
  • Output includes a Mermaid.js signal flow diagram.
  • A dedicated failover/blackout mechanism is documented.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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