# AmbientScore

> Game soundtracks, procedural effects and a plan for playback.

AmbientScore Studio helps game developers take a soundtrack from a gameplay plan to a reviewed export package. Map music and intentional silence to situations, generate and refine tracks, prepare loops, add procedural sound effect sets, and approve the versions you take into the game. Separate trailer projects carry the game's creative direction into a film score.

Website: [AmbientScore](https://ambientscore.com/). Application: [AmbientScore Studio](https://studio.ambientscore.com).

## Workflow

1. Start with up to five game screenshots, a Steam reference link, or a description of your game. AI-generated starting points are editable and use no music tokens. Screenshots and store pages inform creative direction; they do not analyze existing music.
2. Choose a musical style, moods, intensity, and a description of the sound. This identity guides the project's soundtrack.
3. Map gameplay situations to a track or intentional silence. Choose one-shot or loop playback, stable event names and fade durations between connected situations. No set of scene roles is mandatory.
4. Generate versions, listen and choose an active take for each track. Use Tweak for a new performance, or edit tempo, trim, tone, fades and loop boundaries locally while retaining the source.
5. Create procedural effect sets, preview the saved music transitions, and review exact recordings and included effects before a numbered release.
6. Export an ordinary package while iterating or preserve a numbered game release with the selected versions, plans, audio map, approvals, diagnostics, file hashes and license records.

Every generation request combines the game description, shared musical identity, track purpose and gameplay notes. An approved project recording can guide future tracks where audio references are supported; Studio shows availability. Neither a shared brief nor a reference guarantees exact recurring melodies. Listening and selection remain part of the workflow.

## Loops and gameplay playback

Prepare a repeating WAV version in the audio editor using a crossfade between the end and beginning. This shortens the clip and uses no music tokens. Listen across repeats to check the harmonic and rhythmic join, then use the saved audio map to preview fades and intentional silence in Studio.

An interactive Godot package for Godot 4.4 or newer can include the saved event controller and an offline test scene. Your game sends events to switch music states or trigger effects. Transitions use timed fades, without beat quantization. Other engine exports include audio and import helpers for your own gameplay integration.

## Procedural sound effects

Create 4-12 variants of a footstep, impact or UI event. Choose stone, wood, metal or grass, plus weight and brightness. These are procedural sounds without recorded samples or AI Foley. Synthesis and export use no music tokens. Effect variants export as mono 48 kHz WAV files; the Godot controller avoids consecutive repetition. [Hear examples](https://ambientscore.com/#sound-effects).

## Reviews and soundtrack releases

Audio diagnostics report technical measurements such as peak and RMS levels, quiet boundaries and possible loop sample jumps. These are not a musical-quality score or a loudness certification. You listen to the exact recordings, add notes and approve or request changes.

A numbered game release requires a complete saved audio map with ready assignments and requested loops, measured and approved active recordings, and approval of included effect sets. Its snapshot preserves those choices even after later edits. The archive includes a quality report, manifest, file hashes and license records. Ordinary exports remain available during iteration.

## Trailer scores

Create a separate trailer project and upload a 15-180 second MP4, MOV or WebM, up to 90 MB. Analysis uses sampled frames and cuts plus audio listening to suggest a musical timeline. Review and edit the plan before generating a continuous score. Link an existing AmbientScore soundtrack or upload reference game music to guide the palette. Reference audio guides an original composition, not an exact recreation.

The score is fitted to the film duration, with lower music levels in approved dialogue sections. Musical hit points and analysis timings are approximate; preview and finish precise alignment in your editor. Analysis and editing use no music tokens. Paid trailer scores cost 2 tokens for every started 15 seconds of film, including paid regenerations; each completed paid generation includes 3 free regenerations of that track. [Explore trailer scoring](https://ambientscore.com/trailers/).

## Getting started

Registration is temporarily closed. Existing accounts can still sign in.

[Sign in to Studio](https://studio.ambientscore.com/sign-in).

Create a game project and define its musical identity, tracks and gameplay situations. Generation requires availability and sufficient tokens. Studio shows when generation is unavailable; you can still plan your project and use local audio tools.

## Pricing and tokens

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

- Starter: 20 tokens for $12 USD.
- Creator: 50 tokens for $24 USD.
- Studio: 120 tokens for $49 USD.

Prices are in USD before applicable tax. All packs offer the same quality and features. A pack adds tokens to the shared workspace balance; it does not replace your projects or existing balance. Purchase availability is shown in Studio.

The first version of a game soundtrack track is priced by requested duration:

- 15-120 seconds: 1 token per track version.
- 121-240 seconds: 2 tokens per track version.
- 241-300 seconds: 3 tokens per track version.

Each completed paid generation includes 3 free regenerations of the same track. After those, the next game-track generation costs 1 token and renews the allowance. Paid trailer regenerations use the trailer rate of 2 tokens per started 15 seconds. Deleting versions does not reset it. Audio maps, local editing, loop preparation, procedural effects, listening reviews, playback and exports use no music tokens or free regenerations. Technical failures, timeouts and jobs canceled before processing return the reserved tokens or free regeneration. Studio shows the cost before generation.

## Exports and capabilities

Export active track versions and optional effect sets in an organized package. Choose Godot (OGG, player scenes and an optional event controller/test scene for 4.4+), Unreal Engine 5 (16-bit WAV and a Python SoundWave importer), Unity (WAV, import settings and a prefab builder), or Blender (WAV and a sequencer helper with trailer scene markers). Helpers include setup instructions and require importing or running them in the destination tool. They are not prebuilt native project files. Generic WAV, OGG and MP3 exports are also available. [See export packages](https://ambientscore.com/exports/).

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.

Separate stems remain available only when supplied with the selected recording. Loop preparation in the editor does not require provider-supplied loops, but a boundary crossfade does not certify a seamless musical join. Use WAV or OGG for repeating music.

## Audio examples

The [interactive soundtrack example](https://ambientscore.com/#soundtrack) lets you switch between exploration, intentional silence, an encounter and campfire rest. It plays original precomposed studies with repeating music regions, 0.8-second crossfades and a one-second fade to silence. The hero scene also uses original precomposed music to illustrate a shared musical palette. These examples are not AI-generated provider results or a promise of a particular generated output.

The procedural effect previews are generated by the same synthesizer used in Studio, with fixed example settings. They illustrate synthesis and variation, not recorded Foley. Project boards and audio maps on the product pages are labeled illustrations.

## Further information

- [Game soundtracks](https://ambientscore.com/soundtracks/): Gameplay maps, shared direction, loops, effects and listening reviews.
- [Trailer scores](https://ambientscore.com/trailers/): Film-led scoring and game music references.
- [Export destinations](https://ambientscore.com/exports/): Packages and import instructions.
- [Frequently asked questions](https://ambientscore.com/faq/): Product answers on the website.
- [Pricing](https://ambientscore.com/pricing/): The visual pricing cards.
- [LLM information index](https://ambientscore.com/llms.txt): Links to the public product information.
