Skip to content

Welcome offer: 30% off your first month of Studio ($27.99, then $39.99/month. New customers only. Cancel anytime.)Claim offer

Use case

AI music for video games

The AI Song Generator Studio generates instrumental menu loops, level themes, boss music and ambient beds for a game from a text description, and one shared style line keeps the whole soundtrack sounding like the same world.

Studio plans from $9.99/monthNo free Studio tier

Hear it: made in the Studio

Original tracks generated with AI Song Generator in this style. Press play; the player keeps going while you read.

  • Lavender Circuit

    2:59 · Melodic electronic · Euphoric

  • Glass Cathedral

    2:59 · Cinematic orchestral · Discovery, scale

Steps

How it works

  1. Write a cue list

    Menu, each level or area, combat, boss, ambience and short jingles for wins, losses and pickups.

  2. Fix one style line for the game

    Choose the instruments and production sound once, then vary only tempo and intensity per cue.

  3. Generate each cue as instrumental

    Set the length in Custom mode and turn on instrumental mode so nothing sings over gameplay.

  4. Set loop points

    Trim each looping cue on bar lines in an audio editor, then test it in your engine.

A cue list for a small game

Even a short game needs more pieces than people expect. Writing the list first stops you from generating ten level themes and no menu music.

  • Title or menu loop: inviting, mid-tempo, plays while players fiddle with settings.
  • Level or area themes: one per biome or chapter, steady enough to hear many times.
  • Combat and boss music: higher tempo, heavier drums, a second boss phase if you have one.
  • Ambient beds: slow, quiet textures for puzzles and exploration where sound effects matter.
  • Jingles: victory, defeat, level up, item found. Generate them at 10 seconds and trim.

One sound across the soundtrack

Players notice when a forest level sounds like a different game from the cave level. Keep the palette fixed and move only the dials that signal gameplay. For example, "chiptune, square lead, triangle bass, noise drums" stays the same everywhere, while "calm, 90 bpm" becomes "frantic, 160 bpm" for the boss. Save that style line in your project notes so every new cue starts from it.

Chiptune, 8-bit and 16-bit prompts

Retro sounds respond well to technical words. Ask for square and pulse waves, a triangle bassline, noise-channel percussion and fast arpeggios in place of held chords. For a 16-bit feel, name FM synth leads, slap-style bass and sampled drum kits.

The result imitates the style in ordinary audio. It is not a tracker module and does not respect real console channel limits, so if your game needs authentic hardware playback, treat the generated track as a sketch to transcribe.

Loops: what to expect

Generated tracks are full pieces with a beginning and an end, not ready-made loops. Ask for a loop-friendly cue with steady energy, no fade and no big final chord, which gets you most of the way. Then open the WAV in an audio editor, find two points on bar lines with similar energy, cut there and add a very short crossfade. Many engines also accept loop start and end markers, so you can keep a one-time intro before the looping part.

If the steady stretch is too short to loop comfortably, extend the cue from inside that stretch first.

Adaptive music from stems

Splitting a cue into stems gives you layers that line up perfectly, because they come from the same take. Play pads and melody alone while the player explores, fade in bass when enemies notice them and bring drums in when the fight starts. Middleware or a few lines of engine code can crossfade the layers by game state.

What you get

  • MP3 of each version
  • WAV export to cut loops and convert for your engine
  • Stems for adaptive layers

Prompts

Example prompts

Starting points you can paste into Create and adjust. Specific details — tempo, instruments, mood, structure — give the most control.

  1. Pixel platformer levelInstrumental

    Cheerful first level of a pixel-art platformer, bouncy and optimistic, loop-friendly with no ending

    Stylechiptune, square wave lead, triangle bass, noise drums, fast arpeggios, 140 bpm

    Use in the Studio
  2. Haunted libraryInstrumental

    Ambient bed for a haunted library puzzle room, quiet enough to hear page-turn sound effects

    Styledark ambient, bowed glass, distant choir pad, very slow, no percussion

    Leaving out percussion keeps the room for your own sound effects.

    Use in the Studio
  3. Final boss, phase twoInstrumental

    Desperate music for the second phase of a final boss, relentless and huge

    Styleorchestral metal, double kick drums, staccato strings, choir stabs, 170 bpm

    Use in the Studio
  4. Cozy fishing title screenInstrumental

    Title screen theme for a cozy fishing game, inviting and slightly nostalgic

    Styleacoustic guitar, accordion, soft brushes, 92 bpm, warm

    Use in the Studio
  5. Race victory jingleInstrumental

    Short victory jingle after winning a race, bright and triumphant, ends on a held chord

    Style16-bit FM synth, brassy lead, snare roll

    Generate at 10 seconds and trim the tail to taste.

    Use in the Studio

Use cases

Where it fits

  • Indie developersA full temp or final soundtrack while the budget goes to art and code.
  • Game jam teamsA menu loop and two level themes in an afternoon.
  • Tabletop game mastersAmbient beds and battle music for each scene of a session.

FAQ

Frequently asked questions

Can I use AI generated music in a commercial game?
Commercial use depends on your plan, the Terms, your inputs and applicable law, and stores may have disclosure rules. The commercial music page covers the checks.
Will the tracks loop perfectly?
Usually not without a trim. Ask for a loop-friendly cue, then cut it on bar lines in an editor or set loop markers in your engine.
Can it make 8-bit or chiptune music?
Yes, it imitates the sound well when you name square waves, triangle bass and noise drums. It produces audio, not tracker files.
Can I get separate layers for adaptive music?
Yes. Split a cue from your library into stems and crossfade them by game state.
Which formats can I export?
MP3 and WAV. Convert the WAV to OGG or whatever your engine prefers with your usual audio tools.

Hear your idea as a finished track.

Sign up, pick a plan and the Studio opens with this tool ready.