Game audio starter

Add sound to your agent-built game

Find licensed music, keep its source record, and bring it into your game. Analyze your own authorized audio when you need metadata.

1. Start with a free music kit

Preview Copper Step 120: four eight-second parts at 120 BPM; bass and chords share A minor. Original synthesis, CC0-1.0. Audition before use; creator-defined metadata is not a new analysis result.

Free discovery only. Copying this task submits nothing and approves no spending.

Review or manually copy the agent task

Discovery: search_open_loops → get_open_loop. Keep the returned licence and source credits. The ZIP includes manifest.json, LICENSE.txt and README.txt; preserve them with the project. Check current availability before download.

2. Add music and an event cue in Unity 6

  1. Import your chosen WAV into the project's Assets folder. Keep the licence/source record alongside it; retain the kit manifest when using a kit.
  2. For background music, assign the imported AudioClip to an AudioSource, enable Loop and set Spatial Blend to 2D. Start with one kit part; enable other parts only after checking their shared start position and audible timing.
  3. For an event cue, use a separate AudioSource with Loop off and call PlayOneShot from the intended event. Use a separately authorized, auditioned effect: the current Open Loops catalogue has no one-shot entries. BPM/key may be meaningless for short or atonal effects.
  4. Check that the scene has an enabled AudioListener. Test the loop seam, cue trigger, levels and mute/pause behavior in the target build. Matching BPM alone does not synchronize playback; import/compression settings can affect the seam.
Unity references and integration limits

Unity 6 audio import · AudioSource.loop · PlayOneShot

This is an import recipe, not a tested Unity or Blender MCP integration. Pulse supplies discovery and analysis; your engine or its agent controls the project. Pulse does not generate music or effects, detect beat timestamps or schedule game events. Audition and review timing in your project.

3. Need metadata for your own music?

No analysis is needed for the included kit metadata. For your own authorized music, choose only useful BPM, key or waveform analysis. Estimates are free before paid analysis; costs, BPM and key remain estimates requiring review.

The planner approves no spending. Review the estimate, upfront amount, any minimum final cost and refund terms before separate approval. The human completes Checkout; interrupted work resumes its original job without a replacement purchase. Authentication and recovery guidance.

Rights-aware analysis boundary

Pulse is designed for audio the user has rights, permission, lawful access, or another legal basis to submit. Agents and apps should confirm that before analysis. Pulse does not provide transcription, stem separation, mastering, loudness correction, chord transcription, or track structure segmentation in v1.0.

Pulse is designed to make audio analysis auditable. Each analysis flow should make clear which URL was submitted, which tools were selected, what the estimate was, when rights confirmation was given, and whether the job completed, partially completed, failed, or expired.

Related Pulse resources

MCP setup · Agent playbook · Sample Library Tagging With BPM, Key, and Waveform Data · /privacy · Terms