Candy Dungeon Music Forge

User Guide · v0.1 · Early Access

Candy Dungeon Music Forge (CDMF) is a local AI music workstation powered by ACE-Step and a custom UI designed to make generating, tweaking, and curating your music a smooth and cohesive experience. This guide explains how to install CDMF, generate tracks, manage your library, and train LoRAs.

Local-first · Windows ACE-Step text → music LoRA training Stem separation Dataset tools

Contents

  1. Overview
  2. System requirements
  3. Installation & first launch
  4. UI tour
  5. Generating music
  6. Vocal / instrumental stem control
  7. Training LoRAs
  8. Dataset mass-tagging tools
  9. MuFun-ACEStep analyzer (experimental)
  10. Troubleshooting & FAQ

1. Overview

Candy Dungeon Music Forge (CDMF) is a local AI music workstation for people who actually like owning their tools. It runs on your Windows PC, uses your GPU, and keeps all audio and prompts on your hardware.

What CDMF is built on

What makes CDMF more than “just a wrapper”

A typical workflow looks like:

  1. Launch CDMF → wait for first-time setup (venv + packages + ACE-Step models).
  2. Use Generate Track to create songs from prompts (optionally with lyrics).
  3. Browse, favorite, and categorize tracks in the Music Player.
  4. (Optional) Use stem controls to tweak vocal vs. instrumental levels.
  5. (Optional) Build datasets and use the Training tab to train custom LoRAs.

2. System requirements

Minimum
  • Windows 10 or 11 (64-bit)
  • NVIDIA GPU (RTX strongly recommended)
  • ~10–12 GB VRAM (more gives more headroom)
  • SSD with tens of GB free (models + audio + datasets)
Comfortable experience
  • Modern RTX card with plenty of VRAM (e.g. 12–24 GB)
  • 32 GB system RAM
  • Fast NVMe SSD for models and datasets
  • Comfortable with “power user” tools and reading console logs
Note: The very first launch does a lot: creates a virtual environment, installs Python packages, and downloads ACE-Step and related models. This can take a while. All of that work is reused on later launches.

3. Installation & first launch

3.1 Installing CDMF

  1. Download the CDMF archive (ZIP) from your store of choice (e.g. itch.io or Gumroad).
  2. Extract the ZIP somewhere convenient (e.g. C:\CDMF_Installer).
  3. Inside you’ll find the main installer (e.g. CandyDungeonMusicForge-Setup.exe) and any support files.
  4. Double-click the installer and follow the prompts. By default, CDMF installs under:
    %LOCALAPPDATA%\CandyDungeonMusicForge
  5. When setup finishes, you’ll have:
    • A Start Menu shortcut to Candy Dungeon Music Forge.
    • An optional desktop shortcut (if you enabled it).
The installer does not bundle a full venv. Instead, it ships a slim embedded Python and a requirements_ace.txt file. CDMF will build a fresh venv_ace the first time you run it.

3.2 First launch: what you’ll see

  1. Launch CDMF from the Start Menu or desktop shortcut.
  2. A console window titled something like “Candy Dungeon Music Forge – Server Console” will appear. This window must stay open while CDMF runs.
  3. CDMF immediately opens a loading page in your default browser while the backend is starting.
  4. On first run, the console will:
    • Create venv_ace under the app folder.
    • Install packages from requirements_ace.txt.
    • Install ACE-Step and the PyTorch CUDA stack.
    • Set up other helpers like audio-separator.
  5. When the server is ready, your browser will show the full CDMF UI (the template from cdmf_template.py).
Important: Don’t close the console while it’s working. If you see Python / pip errors, read the last messages carefully. Many issues (GPU drivers, missing VC runtimes, low disk space) will show up here.

3.3 Subsequent launches

On later launches, CDMF will:

4. UI tour

4.1 Title bar & tagline

At the top you’ll see the Candy Dungeon Music Forge titlebar:

4.2 Music Player card

The first main card is Music Player. It’s your library view for generated tracks.

Each track row shows:

Tip: You can use the header buttons to sort (e.g. by name or creation time), and use the category filter chips above the list to quickly narrow down to “lofi”, “battle”, “town”, etc.

4.3 Player controls

Below the track list you’ll find:

The underlying playback uses a hidden <audio id="audioPlayer"> element and a hidden <select id="trackList"> used by the JS logic to keep everything in sync.

4.4 Mode tabs: Generate vs Training

Beneath the player is a small tab strip:

Only one mode is visible at a time. Behind the scenes, these tabs toggle cards with data-mode="generate" or data-mode="train" and the JS (e.g. cdmf_mode_ui.js) handles the details.

5. Generating music

5.1 Model status

At the top of the Generate Track card, you’ll see:

5.2 Core vs Advanced tabs

The generation controls are split into:

A good mental model: use the Core tab to get high-quality songs without touching anything you don’t understand. The Advanced tab is for experiments and fine-tuning once you’re comfortable.

5.3 Core controls

Base filename

Base filename (basename) is the prefix for your output WAV files. CDMF will append numbers / timestamps as needed so they don’t collide, but the base name is what you’ll see in the player.

Auto prompt / lyrics

The button “Generate prompt / lyrics…” opens a small modal where you can:

CDMF uses an LLM backend to fill in the Genre / Style Prompt box and/or the Lyrics box based on your selection.

When Instrumental is checked, the dialog will default to Prompt only. When it’s unchecked, it leans toward Prompt + lyrics.

Genre / Style Prompt

This is your main ACE-Step prompt. Use it to describe:

Instrumental vs Vocal presets

Below the prompt field are two preset groups:

Each preset sets a bundle of internal knobs (target seconds, steps, guidance, etc.) and may tweak internal “seed vibes” for different sound families. The Random buttons pick from a curated list to keep exploring without you having to think too hard.

Instrumental toggle & lyrics

There’s also a Clear button inside the Lyrics row to quickly wipe the lyrics field.

Target length & fades

Tip: 0.5–2.0 seconds is a good fade range for most BGM tracks.

Core ACE-Step knobs

Post-mix vocal / instrumental levels

At the end of the Core section you’ll see:

These are post-process gain adjustments created by running the track through audio-separator and rebalancing stems.

Important: Using stem controls requires downloading a large stem separation model on first use and adds a heavy post-process step. For fastest iteration:

  1. Generate a track at neutral levels (0 dB / 0 dB).
  2. Find a track you like.
  3. Turn off Random Seed and keep other settings the same.
  4. Re-generate with adjusted vocal / instrumental gains.

5.4 Advanced tab (high-level)

The Advanced tab exposes more ACE-Step internals:

If you’re new to ACE-Step, you can ignore the Advanced tab entirely. The defaults were chosen to be safe and high quality out of the box.

5.5 Saved presets

At the bottom of the Generate card is a Saved presets block:

Presets record both text fields (prompt, lyrics, etc.) and numerical fields (steps, seeds, gains, etc.), so you can quickly return to a particular “vibe kit” without screenshots or manual notes.

5.6 Output directory

The Output directory field controls where WAVs are written. It defaults to the path shown in the Music Player header. If you change this, remember that:

6. Vocal / instrumental stem control

CDMF integrates audio-separator so you can rebalance vocals and instrumentals after generation:

Both use decibel adjustments:

On first use, CDMF will need to download the stem-separation model. This is large and adds a significant processing step. For quick sketching, leave both gains at 0 dB and only use stems once you’re close to a final track.

7. Training LoRAs

7.1 Training controls overview

Switch to the Training mode tab to see the LoRA controls:

Pausing saves a checkpoint and allows resuming later. If you restart the server, the paused state is preserved and you’ll be prompted to Resume or Cancel before starting a new run.

7.2 Dataset setup

The Dataset Setup / Formatting section describes how training datasets should be structured:

The UI provides:

You can hand-create these files, use the Dataset Mass Tagging tool to generate them from a base prompt, or use MuFun-ACEStep to auto-tag.

7.3 Core LoRA training parameters

7.4 Advanced trainer settings

These map to PyTorch Lightning / ACE-Step trainer internals:

If you’re not already used to debugging Lightning configs, leave these at their defaults. You’ll get more mileage from good datasets and reasonable learning rates.

7.5 LoRA config help modal

The “LoRA config presets” help modal (triggered by the small ? button) explains the families of configs: light / medium / heavy, base_layers, extended_attn, heavy transformer, full_stack, etc. As a rule of thumb:

8. Dataset mass-tagging tools

Under Training mode you’ll also see a card for Dataset Mass Tagging (Prompt / Lyrics Templates). This is for quickly building simple prompt/lyrics files without ML tagging.

8.1 Choosing the dataset folder

8.2 Base tags

The Base tags field is a short ACE-Step prompt snippet written into each _prompt.txt. Example:

16-bit, 8-bit, SNES, retro RPG BGM, looping instrumental

8.3 Actions

A small status text and candystripe bar show when the tool is busy. Once complete, each track in the dataset should be ready to plug into the LoRA trainer.

9. MuFun-ACEStep analyzer (experimental)

The “Experimental – Analyze Dataset with MuFun-ACEStep” card lets you run a large MuFun model over a folder of audio to auto-generate prompts and lyrics.

9.1 Installing the MuFun model

9.2 Running analysis

MuFun will:

MuFun is powerful but not perfect. For high-stakes datasets, skim a few outputs and edit any bad tags or strange lyric outputs before training a LoRA.

10. Troubleshooting & FAQ

10.1 First launch is taking forever

10.2 “No .wav files found yet”

10.3 GPU out-of-memory errors

10.4 Everything worked in dev but not in a fresh install

10.5 Uninstalling CDMF

Use the standard Windows “Add/Remove Programs” entry or the uninstaller created by Inno Setup. The uninstaller is configured to remove the app folder under %LOCALAPPDATA%\CandyDungeonMusicForge, including the large venv_ace folder, so you don’t have to hunt it down manually.

If you keep a lot of generated music under the default output directory, consider backing up your .wav files before uninstalling.