Game audio, from scene to release

A soundtrack for
the world you’re
building.

Plan the moments that need music or silence. Shape your tracks, add procedural sound effects, and take a reviewed soundtrack package into your game.

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A world in motion
A traveler explores a forest, duels a sentinel in castle ruins, and sits beside a campfire. Expand the demo to change scenes and hear their music.
The sound of Exploration

Airy notes. A little curiosity.

Same traveler. A different feeling around every corner.Interactive music study · precomposed audio

From scene to release01Plan gameplay02Shape music03Prepare loops04Add effects05Review06Export
Built around your game

Give every sound
a place in the world.

A soundtrack needs more than a collection of tracks. It needs a shared direction, a plan for playback, and a way to check the result. AmbientScore brings those decisions into one workspace, from your first playable scene to a soundtrack release.

A plan for what the player hears

The right sound.
At the right moment.

Decide where music belongs, where it should repeat and where silence says more. Build the soundtrack around the way your game plays.

  • Map situations, not just tracks.

    Assign music or intentional silence. Define the transitions between connected moments.

  • Hear the joins before export.

    Prepare loop versions in the editor, then switch situations in Studio to check the fades and repeated playback.

  • Approve what goes into the game.

    Review the exact recordings and included effects. A numbered release keeps those choices together.

See the Godot controller and test scene
Example audio mapThe Mosswood
  1. Forest exploration

    A quiet, repeating exploration cue.

    Music loop
    Fade out over 1 second
  2. The quiet crossing

    Leave space for footsteps and the world.

    Intentional silence
    Fade in over 0.5 seconds
  3. Sentinel encounter

    A combat cue from the same musical direction.

    Music loop
Illustrative project. Your map, chosen recordings and transition rules travel together in an interactive Godot package. Other engines include audio and import helpers.
From your idea to your game

Build it. Hear it. Refine it.

Creative direction, useful tools,
and a clear path into your project.

01 The world
Game description

A lone engineer. An abandoned research station. A signal that shouldn’t exist.

Psychological horror

Bring the world and the brief.

Upload game screenshots, paste a Steam reference, or describe your world in your own words. Review the suggested setup, then add the situations the player will move through.

02 The identity
Your musical directionDark ambient
ColdMysteriousMinimal
Restrained Intense

Shape the music you keep.

Set a shared direction, generate alternatives and choose active takes. Trim, change tempo or prepare a loop in the audio editor without spending music tokens.

03 The release
Exploration3 versions
V1V2 V3
Listen, check the joins, approve the take.Prepare release 1

Review a soundtrack, then export.

Add effect sets, check diagnostics and approve the recordings. Create a numbered release with the selected audio, license records and a record of your decisions.

The small sounds matter, too

Footsteps. Impacts.
The next click.

Procedural sound effect sets.
No music tokens required.

Add everyday game sounds alongside the soundtrack. Choose a material, weight and brightness, then create 4-12 variations for the same event. Listen to these examples from the same synthesizer used in Studio.

Stone footsteps

A short, dry contact for a stone surface.

Variant 1 of 4

Metal impacts

A brighter hit with a ringing metallic tail.

Variant 1 of 4

UI confirmations

A brief tonal accent for a menu action.

Variant 1 of 4

Original procedural examples, without recorded samples or AI Foley. Effects export as WAV files. The Godot controller chooses variants without consecutive repetition; other engines use your own event setup.

Hear the soundtrack in context

One world.
A soundtrack that follows.

A track is only the beginning. Move between gameplay situations to hear how music repeats, changes and leaves space for silence.

The Mosswood
Interactive example

Choose a gameplay situation

Try any order. Stay as long as you like.
Music loopLoop region / 0:03 - 0:20

Forest exploration

A restrained exploration cue repeats while the player searches the forest. Stay here to hear the loop, or choose another situation to hear the transition.

Choose a situation or play the example

Ready when you are. Sound starts only when you choose.

About this example

Illustrative gameplay map with original, precomposed music studies. These are not AI-generated provider results or an exported customer project. In Studio, you create the map, choose the recordings and review your own release.

From the first scene to the first impression

For the game.
For the trailer. For your tools.

Build the sound of your game,
then carry its direction into your trailer and tools.

More world-building. Less friction.

Built around the way
you make games.

For solo developers, small studios,
and the next great game jam idea.

A direction for the whole project.

Your game brief, shared identity and gameplay notes guide music requests. Compare the results and decide what fits your world.

Repetition you can listen through.

Save a prepared loop as a new version. Audition repeated playback and transitions before connecting the music to gameplay.

Keep the good takes. Refine the rest.

Compare versions, request a different performance or adjust audio locally. A new take leaves your earlier recordings available.

A release you can trace.

Numbered game releases preserve your chosen versions, audio map and approvals. Files, diagnostics and license records stay together in the download.

Your workspace. Your pace.

Generate the music.
Keep shaping the game.

Tokens work across all your projects and never expire. No subscription. Buy any pack again whenever you need more.

One-time purchase

Starter

$12 / pack

20 tokens

Find the sound of your next world.

Get 20 tokens
One-time purchase

Studio

$49 / pack

120 tokens

Build a growing library of game music.

Get 120 tokens

For game soundtracks, the first version costs one token up to 120 seconds. Each completed paid generation includes 3 free regenerations of that track. After those, game tracks regenerate for 1 token to start the cycle again. All packs have the same quality and features. Use the same balance for game soundtracks and trailer scores. Paid trailer generations cost 2 tokens for every started15 seconds of film, including paid regenerations. A 60-second trailer costs 8 tokens.

Audio maps, screenshot drafts, trailer analysis, local editing, loop preparation, procedural sound effects, listening reviews and exports use no music tokens. Tokens fund music generation.

Prices in USD before applicable tax. Buy any pack again to top up your shared balance. Your projects stay in your workspace.

How much does each generation use?
Tokens for the first version of a game track
Requested durationTokens
15-120 seconds1
121-240 seconds2
241-300 seconds3

Free regenerations belong to the same track. Deleting versions does not reset the allowance. Technical failures, timeouts and jobs canceled before processing return reserved tokens or free regenerations. You see the cost before generating.

A few good questions

Before you press play.

Can I start from screenshots or a Steam link?

Yes. Upload up to five game screenshots, paste a Steam store link, or write your own description. AI suggests an editable project setup from the visual atmosphere or page information. These starting points do not analyze the existing game music, and preparing the draft uses no music tokens. Explore soundtrack creation.

Can AmbientScore score my game trailer?

Yes. Create a trailer project and upload a 15-180 second film. Review and edit the proposed musical timeline before generating a score. You can link a game soundtrack or upload reference music. Timings are approximate, so preview the result and finish precise alignment in your editor. Explore trailer scoring.

Which engines and tools can I export to?

Export music and optional effect sets for Godot, Unreal Engine, Unity or Blender, or take WAV, OGG or MP3 files. An interactive Godot package can include your event controller and test scene. Other engines use import helpers and your own gameplay logic. Exports use no music tokens. See export packages and import steps.

Can I make footsteps, impacts and UI sounds?

Yes. Create procedural effect sets with 4-12 variations. Choose a surface or material, weight and brightness, then listen to the variants before including them. These sounds use synthesis, without recorded samples or AI Foley, and consume no music tokens. Hear procedural examples.

What does a numbered soundtrack release include?

For a game soundtrack, complete the audio map, measure and approve the active recordings, and approve any included effects. A release preserves those versions, the map and your listening decisions, with diagnostics, license records and file hashes. Later edits do not change that release. Ordinary exports remain available while you iterate. Explore soundtrack releases.

How is this different from generating individual songs?

Studio connects creative direction with a plan for gameplay: situations, music or silence, transitions, effect sets and the recordings you approve. The shared brief guides music generation; loop preparation, transition previews and numbered releases help you turn the selected takes into a game soundtrack. You still listen and decide which tracks work together.

Do I need to know music production?

No. Describe the world, choose the mood, and explain what each moment should feel like. Studio handles the soundtrack structure and generation requests. You stay in control of which versions make the final cut.

Can I use the music in a commercial game?

Yes. Music generated in AmbientScore can be used in commercial games, including paid releases. Commercial use is included with every token pack, and each export includes a license record for its tracks.

Does it support seamless loops and stems?

Prepare a repeating WAV version in the audio editor by crossfading the end into the beginning, then listen across several repeats. A smooth sample boundary does not guarantee a good musical join. Use WAV or OGG for looping. Separate stems are available only when supplied with the selected recording; the editor does not create synchronized musical layers.

Can I try AmbientScore for free?

Registration is temporarily closed. Existing accounts can still sign in. The first version of a game track costs one token up to 120 seconds; longer first versions use more. Each completed paid generation includes 3 free regenerations of that track. Then 1 token starts another cycle for a game track. Paid trailer generations cost 2 tokens per started 15 seconds of film, including paid regenerations. Your tokens never expire, and you can buy a pack whenever you need more.

What do I need to start generating?

Sign in to Studio, create a game project and define its musical direction and situations. Studio shows generation availability and the music-token cost before you start. Planning, local audio editing, procedural effects, listening reviews and exports use no music tokens.

Will every track share the same melody?

A shared musical identity gives tracks a common direction, not a guarantee of recurring melodies. Where the current generator supports audio references, an approved project recording can guide future tracks. Studio shows availability. Review the themes, textures and musical joins yourself before approving a release.

From your first playable to release

You’re building a world.
Build its sound with it.

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