bdbmediastorm · git:20260827.e9312a3 · 2026-08-27 · sha256 bce8d9cd2f00f4a1
bdbmediastorm git:20260827.e9312a3A
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--- name: bdbmediastorm description: The master ideation and brainstorming engine for live shows, show-control, and event technology. Orchestrates multi-agent technical planning focused on hardware constraints, signal routing, protocols (OSC, Art-Net, DMX, MIDI, SMPTE), TouchDesigner, Resolume, and grandMA3. category: media-eventtech --- # ⚡ 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 `/grill-me` Technical Interview Before drafting signal flow diagrams or system configs, execute a mandatory `/grill-me` interactive interview. Deeply challenge the user's technical assumptions and hardware readiness by asking targeted questions: * **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 `/grill-me` process: 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. 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.