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Adaptive music, in practice
Technique, Wwise/FMOD alternative comparisons, AI composition notes, and what we learn building game audio without middleware.
Free Adaptive Game Music: What to Look For (and What to Avoid)
Not all 'free game music' is free, adaptive, or game-ready. A practical guide to evaluating free adaptive music scores before you drop them into your Unity, Unreal, or Godot project.
RPG Music Theory: Why Minor Keys Sound Like Adventure
From Zelda's overworld to Final Fantasy's battle themes — an accessible breakdown of why minor keys, Dorian mode, and modal mixture are the secret ingredients of classic RPG game music.
Horror Game Sound Design: Why Silence Scares More Than Sound
The most frightening thing in horror game audio isn't the jump scare — it's the two minutes before it. A look at how restraint, absence, and slow tension-building make horror music work.
Best BPM for Game Music: A Genre-by-Genre Guide
The right tempo can make a game feel twice as fast or twice as tense — here's how to choose BPM by genre, from RPG and horror to puzzle and platformer.
How to Add Adaptive Music to Your Unity Game
A step-by-step guide to wiring adaptive game music into Unity using C# and Mowjera's exported AudioManager — no Wwise, no FMOD, no complicated middleware.
Real instruments in a browser DAW: samples, analog synths, and honest limits
Browsers can't run VSTs — ever. Here's how we got a Salamander grand, VSCO strings and a CS-80-style brass into Mowjera anyway, and where the honest limits still are.
Adaptive music 101: thinking in states, not songs
Game music isn't a playlist — it's a graph. A practical introduction to state-based scoring: Explore, Tension, Combat, and the transitions that make players feel the change.
Describe the music, get the score: how our AI composer works
Most AI music tools hand you a frozen WAV. Ours hands you an editable score — here's the architecture decision that makes that possible, and why it matters for game audio.
Hear what these posts talk about
Every technique here is live on the marketplace — adaptive states, AI drafts, real sampled instruments, playable demos.
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