I will compose adaptive game music in fmod


About this gig
Make your soundtrack react to the player.
We compose original adaptive game music and build the FMOD system around your gameplay using events, banks, parameters, layers, transitions and loop logic.
Your music can respond to states such as exploration, combat, danger, health, boss phases or game intensity.
We can create:
Vertical layering
Horizontal transitions
Parameter-driven music
Exploration/combat states
Intensity systems
Boss phase transitions
FMOD events and banks
Organized stems and loop regions
Implementation documentation
Our game-audio experience includes work on The Beacon, a Godot-based roguelite RPG, using FMOD events, banks and parameters.
FMOD implementation is included. Engine-side coding/integration is not included unless specifically agreed.
IMPORTANT: This Gig covers composition and implementation inside FMOD Studio. It does not automatically include programming or engine-side integration inside Unity, Unreal or Godot.
We deliver the organized FMOD project, events, banks and documentation your development team can integrate into the engine.
Full orchestral adaptive scoring or unusually complex systems may require a custom offer.
Get to know Tone Gravity
Video Game Music and SFX
- FromChile
- Member sinceAug 2026
- Avg. response time1 hour
Languages
Spanish, English
My Portfolio
FAQ
What exactly do you implement?
I build the adaptive music system inside FMOD Studio, including events, banks, parameters, loops, layers and transition logic as required.
Is game-engine integration included?
Not by default. I deliver a structured FMOD project and banks ready for your development team. Engine-side coding or integration must be discussed separately.
Can you use music I already have?
Yes. If you already have suitable stems or music assets, I can provide an implementation-only custom offer.
Do you provide the FMOD project?
Yes. The editable FMOD project is part of this Gig.
Which engines can use the delivery?
FMOD supports workflows with engines including Unity, Unreal and Godot. This Gig covers the FMOD side; your developers are responsible for engine integration unless otherwise agreed.
What can the music react to?
Examples include combat state, player health, location, enemy intensity, boss phase, danger level, time or any other gameplay value your code can expose to FMOD.
What is vertical layering?
The music is split into synchronized layers that can be added or removed dynamically while playback continues.
What are horizontal transitions?
The system moves between musical sections or states, often at musical transition points such as bars or beats.
Can you make a full orchestral adaptive soundtrack?
Yes, but composition complexity and adaptive-system complexity are priced separately. Large orchestral systems normally require a custom offer.
Are commercial rights included?
Yes. You receive a commercial-use license for your game and its associated promotional material. Copyright and composition ownership remain with the composer unless an exclusive buyout is separately agreed.

