Gensprite

Music and sound effects

Background tracks, stingers and sound effects, looping ones included, as WAV, OGG and MP3.

The Music bench writes tracks from a description: a village theme, a boss fight, a victory stinger. The Sounds bench makes sound effects: hits, pickups, footsteps, doors, ambience. Both play the result in the frame, on repeat if you asked for a loop, so you hear it the way the game will before you download it.

Music

Pick one under Model:

  • Stable Audio 3 (the default) makes instrumentals at a flat 4 credits a track, whatever its length. Set Seed to get the same track back from the same words.
  • ElevenLabs Music follows a prompt more closely and can sing. Voice switches between Instrumental (the default) and With vocals; put the lyrics in the prompt or the model writes its own. It costs 60 credits for each started minute, so 1:01 costs as much as 2:00.

Length runs from 5 seconds to 5 minutes; a minute is the default.

Describe the genre, the instruments, the mood and the tempo:

calm 8-bit village theme, chiptune, warm square leads, soft arpeggios, 90 BPM
tense orchestral boss battle, pounding taiko drums, low brass stabs, fast strings, 150 BPM

Sound effects

There's one model, ElevenLabs Sound Effects. Describe the sound itself rather than the scene it's in, with a word or two about its character:

retro coin pickup, bright 8-bit chime, short and punchy
heavy wooden door creaking open slowly, dungeon reverb

Length is Auto by default, which lets the model pick a length that suits the sound. Set asks for anything from half a second to 22 seconds. Effects cost 1 credit up to seven seconds and at most 4 credits; Auto is charged as the longest, 4 credits.

Loops

Switch Playback to Loop for anything the game repeats: level music, menu themes, rain, an engine hum.

  • Music is generated a few seconds longer than you asked for. The bench then finds the point where the track flows back into its own start, cuts there and crossfades the seam, so the file you get loops within a couple of seconds of the length you set. ElevenLabs never bills an extra minute for the spare seconds.
  • Sound effects are asked of the model as loops directly, which suits steady sounds such as ambience and machinery better than single hits.

Loop the OGG or the WAV in your engine. MP3 encoders add a little silence at both ends of a file, which is heard as a gap every time it wraps.

Downloads

Every result comes as three files of the same audio:

  • WAV: 16-bit PCM at 44.1 kHz, the master, for editing or for engines that import it themselves.
  • OGG: Vorbis, small and gapless. Godot and Unity both import it.
  • MP3: 192 kbps, for anything that only plays MP3. Not for loops.

API

The benches are the music and sfx job kinds. See Music and sound effects for the parameters, and MCP for the generate_music and generate_sound tools.

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