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Game Music Generator: Soundtracks and Themes for Your Game ​

Describe the scene, get a track. Type a genre, a mood, a tempo and the instruments you hear in your head, and the game music generator writes an original piece for it, from a ten-second stinger to a five-minute exploration theme. Vocals are optional. Every track comes back as an MP3 you can drop into Unity, Godot, Unreal, a Three.js game, or straight into a game built here.

Tips: Include genre (rock, jazz, electronic) mood (upbeat, melancholic, intense) tempo (120 BPM, slow, fast) instruments (piano, guitar, synth) style (80s synthwave, lo-fi beats, orchestral).
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Sign in when you press Generate. New accounts start with 300 free credits, about four one-minute tracks.

By generating, you agree to the Terms and Music Generation Rights & Royalties.

Hear what it makes ​

Tracks people generated here, grouped by the game scene they fit. Press play, then make one like it.

Every track here was made by a Cinevva user with this tool, from a prompt like the one it fills in.

Example prompts ​

Music for every scene in a game ​

A game needs more than one track, and each scene asks for something different. The title screen sets the mood before anything happens, so it can carry a strong melody and a slow build. Exploration music has to survive being heard for an hour, which means fewer hooks, more texture and a steady pace that doesn't fight the player's attention. Combat wants tempo and percussion. A boss theme wants both plus a sense of scale, so bring in choir, brass or a wall of distorted guitar depending on how your game looks. Victory and game-over stingers are short, five to fifteen seconds, and land better when they quote the mood of the level the player just finished. A trailer track is the one place a full arc pays off: a quiet opening, a turn in the middle, and a strong finish you can cut footage to.

The tool handles all of these from the same prompt box. The difference is what you ask for. Say "instrumental" when sound effects and dialogue need room, set the length with the duration slider, and describe the moment in the game rather than the genre alone. "Tense exploration music for a flooded space station, low synth pads, distant metallic percussion, slow, no melody" gets you much closer than "sci-fi music".

How to write a prompt that lands ​

Four things do most of the work: genre, mood, tempo and instruments. A prompt with all four leaves the model little to guess. Add the game's era or setting when it matters, such as "16-bit RPG town theme" or "orchestral fantasy with solo cello". If the first result is too busy, ask for fewer instruments and a slower pace. If it's too flat, name the moment where you want it to build. Keep artist names, song titles and label names out of the prompt. The model won't use them, and a track that references a real song can't be downloaded.

For chiptune and retro styles, describe the hardware sound rather than the console: "square wave lead, triangle bass, noise-channel drums, fast arpeggios" gives a cleaner 8-bit result than "NES music". If you want vocals, switch the mode to With Vocals and either paste your own lyrics or let the tool write a set from your description.

Lyrics format ​

[Verse 1]
Walking down the city streets at night
Neon lights are shining bright
Every corner holds a new surprise
Looking up at starlit skies

[Chorus]
This is where I want to be
Living wild and running free

Section markers like [Verse], [Chorus] and [Bridge] tell the model where the structure changes. Keep lines short and rhythmic, and match the number of sections to the length you've chosen. A one-minute track fits a verse and a chorus. A three-minute song has room for two verses, two choruses and a bridge.

From a track to a playing game ​

When a track is ready you can play it back, download the MP3 and use it in any engine. Add it to a Unity AudioSource, a Godot AudioStreamPlayer or an HTML5 Audio element the way you would any licensed file. If you're building in the game creator, you don't need the download at all. Describe the game and its soundtrack in one message and the creator generates the music and wires it to the scenes, alongside the code, the models and the sound effects. Our tutorials on the Web Audio API and Tone.js cover looping, fading and beat-synced playback for browser games.

Common questions ​

How does the game music generator work? ​

The tool runs on ElevenLabs Music, a text-to-music model licensed for commercial output. Your prompt, the vocal setting and the duration go to the model, which composes and renders the track in about a minute. If you asked for vocals without writing lyrics, the tool writes lyrics that fit your description first. Finished tracks get a name and cover art and appear in your assets, so you can come back to them later.

Is the game music generator free? ​

Yes to try. Every account starts with 300 free credits, and the free plan refills to 300 credits each month. A track costs 63 credits per minute of music, so that's about four one-minute tracks a month at no cost. The price for the length you've chosen is shown on the Generate button before you press it. Paid plans add a larger monthly credit pool and commercial rights, and you can also buy credits once without a subscription. See plans and pricing.

Can I use the music in a commercial game? ​

On the Standard and Pro plans, yes. Anything you generate on a paid plan can ship in a game you sell on Steam, itch.io or an app store, in a monetized video or trailer, and in client work, with no royalties to Cinevva. On the free plan, tracks are for personal use and for games hosted on Cinevva. The generation rights policy has the full terms, and the AI content policy explains how we handle generated audio.

Can I make a music loop that repeats cleanly? ​

Not automatically. The model writes a complete piece with a beginning and an end, so a track dropped straight into a loop will have an audible seam. Two things help. Ask for a steady arrangement without a big intro or outro, and keep the length close to what the scene needs. Then trim the ends and add a short crossfade in an audio editor, or fade the track out and back in from your game code. The Web Audio API tutorial shows a looping music player that does this in a browser game.

What format and length do I get? ​

Tracks come back as MP3 at the length you set, from 10 seconds to 5 minutes. Use the short end for stingers and UI jingles and the long end for exploration and menu themes. Generation time grows with length, and so does the credit cost, so start short while you're still finding the sound.

Should I use this or the sound effects generator? ​

Use this tool for songs and musical backgrounds. For a jump, a pickup, an explosion or an ambience bed, the sound effects generator produces a short clip from a description in a few seconds. If you'd rather use recorded audio, our guide to free sound effects and music lists the CC0 libraries worth knowing, and AI music generators for games compares the hosted and open models if you want to run your own.