AI game music generator

AI music generator for games, from themes and menus to battle tracks

Describe the mood, genre, tempo and instruments, get an original track from 10 seconds to 5 minutes, and hear it playing in your game the same afternoon.

The short answer

Summer generates original instrumental and vocal music from a text prompt using ElevenLabs music, with tracks from 10 to 300 seconds in MP3 or uncompressed audio. You describe genre, mood, tempo and instruments. In a Summer project the agent can place the track in a scene and switch music with game state, for example exploration to combat, so the soundtrack reacts to what the player is doing instead of playing on a fixed loop regardless of the scene.

Music sets the tone of a game faster than any other asset, and it is often the last thing a small team gets to. Stock libraries sound like stock libraries, and commissioning a composer for a prototype is rarely realistic when the game itself might not survive playtesting. That leaves a lot of prototypes running silent, or worse, running a placeholder track that quietly becomes the shipped track because nobody had time to replace it.

Summer lets you sketch a full soundtrack while you build, from a title theme and a calm exploration track to a tense stealth cue and a boss fight. Each one is original, generated from your description, and yours to use. Because generation only takes a prompt and a wait of a few seconds, it is realistic to try three or four directions for a theme before committing, something a commissioned score never allows on a small budget.

The engine side matters as much as the track. Ask the Summer agent to crossfade from exploration to combat music when an enemy spots the player, and it adds the players, the logic and the fades. The same pattern covers a menu-to-gameplay transition, a boss phase change, or ducking the music under dialogue.

What it does

Any genre and mood

Orchestral, synthwave, chiptune, lo-fi, folk, metal or ambient. Name the instruments and the feeling you want.

Tempo and structure in the prompt

Ask for a BPM, a build, a drop or a quiet intro and the track follows it.

10 seconds to 5 minutes

Short stingers for victories and game overs, or full-length tracks for levels and menus.

Studio-quality formats

MP3 at 44.1 kHz in 128 or 192 kbps, or uncompressed PCM for mastering.

Placed and switched in game

The Summer agent adds the track to your scene and can switch or crossfade music based on game state, the same job an audio programmer would otherwise wire up by hand with an audio bus and a state machine.

Your own soundtrack

Every track is original to your prompt. No stock library that a thousand other games also use, and no licensing search before you can put a track in a trailer.

How it works

  1. 1

    Step 1: Describe the track

    Describe the genre, mood, tempo and two or three lead instruments, for example "cinematic boss battle, dark strings, brass impacts, 120 BPM".

  2. 2

    Step 2: Set the length

    Pick 10 to 30 seconds for stingers and 1 to 5 minutes for level and menu music.

  3. 3

    Step 3: Generate and compare

    Generate a couple of takes, keep the one that fits, and refine the prompt for the next cue so the soundtrack stays coherent.

  4. 4

    Step 4: Play it in the game

    Download the file, or let the agent place it and wire the music changes to your game states.

Two ways to run it

In Studio, or from the agent you already use

In Summer Studio

Open the Audio tab in Studio and choose Music. Start from a preset or your own prompt, set the duration and format, and generate. Tracks are saved to your library for reuse across projects.

Open music in Studio

From Claude, Cursor or Codex via MCP

Your agent calls summer_generate_audio with the music capability and a duration, then imports the track and wires it into your scenes.

Example prompt for your agent

With Summer, generate a calm 2-minute exploration track (acoustic guitar, soft pads, 80 BPM) and a tense 90-second combat track (taiko drums, low strings, 140 BPM), then crossfade to combat music when an enemy detects the player.
Set up the Summer MCP

Pricing

What it costs

Music, per minute of track
$0.21

Music is charged by track length, so a 20-second victory stinger costs a third of the per-minute price.

Prices are charged from your Summer usage balance. Generating assets needs a paid plan or a top-up: Pro is $20 a month and includes $20 of usage, and top-ups start at $10. The desktop engine itself is free to download.

See all plans

Examples

Prompts that work, and what comes back

A starter soundtrack for a small adventure game. Keep instruments consistent across cues so the tracks feel like one score.

Title theme

Prompt

Hopeful orchestral title theme, soaring strings, gentle choir, slow build, 90 BPM

What you get

A 1 to 2 minute main menu track.

Exploration

Prompt

Calm fantasy exploration, acoustic guitar, flute, soft pads, 80 BPM

What you get

A mellow bed for open areas.

Combat

Prompt

Cinematic boss battle, dark strings, brass impacts, 120 BPM

What you get

A driving track for fights.

Dungeon

Prompt

Dark ambient dungeon, low drones, distant percussion, sparse

What you get

Tension without melody for dark spaces.

Retro level

Prompt

Upbeat chiptune platformer level, square lead, fast arpeggios, 150 BPM

What you get

An 8-bit style stage track.

Victory stinger

Prompt

Short triumphant fanfare, brass and timpani, 10 seconds

What you get

A win sound for the end of a level.

Browse music in the asset store

Loops and transitions

Level music often needs to loop. Generated tracks are complete pieces with an ending, so for a looping bed either ask for a steady track without a big finale and set it to loop in the engine, or let the agent crossfade between tracks. For guaranteed seamless loops of ambience, use the loop option in the sound effect generator.

A practical pattern for a level that runs for several minutes is to generate two or three variations of the same cue at the same tempo and key, then have the engine pick one at random each time the area loads or loop back to the start. It costs little and keeps a long play session from feeling like the same 90 seconds on repeat.

Frequently asked questions

Can I use the music in a commercial game?

Summer's terms state that you retain ownership of the content you create with Summer Engine. Disclose AI-generated content where a store asks for it, such as Steam's content survey, and keep the prompt and generation record in case a platform asks for it later.

How long can a track be?

From 10 seconds up to 5 minutes per generation.

Does the music loop?

Tracks are generated as complete pieces. Ask for a steady track without a finale and loop it in the engine, or have the Summer agent crossfade between tracks. Seamless loop generation is available for ambience in the sound effect generator.

Can I get vocals?

Yes, describe the vocal style in the prompt. For most game music you will want the instrumental-only switch in Studio turned on.

Which file formats are supported?

MP3 at 44.1 kHz in 128 or 192 kbps, or uncompressed 44.1 kHz PCM.

Can I use it for a game made in another engine?

Yes. Download the tracks and import them anywhere. The automatic scene wiring is specific to Summer projects.

Make your game. Grow your game.

Even if it is built in another engine.

Free to download for macOS (Apple silicon) and Windows.