The chain
$0.58 for the whole chain, at each model’s list price:
- Menu loop (the theme): $0.15 ($0.0025 per second)
- Intro cutscene cue x 3: $0.255 ($0.0025 per second, 3 jobs)
- Combat loop: $0.16 ($0.0025 per second)
- Victory sting: $0.015 ($0.0025 per second)
summer api estimate <model> --input '<json>', or POST /v1/estimate with the same body as the job. Prices come from GET /v1/models and change only when the provider’s price does.
Before you start
Sign in once, so your agent or your terminal can run jobs on your Summer account:Lantern Hollow theme: D minor, 4/4, solo cello carries a slow rising melody, felt piano, warm low strings, soft hand frame drum.Every cue starts with this sentence, word for word. The model takes no melody and no reference track, so this sentence is how it knows the cues belong together. Change the tempo, the density and the mood per cue. Never change the key centre or the lead instrument.
Step 1: the menu loop, where the theme lives
Make the menu loop first. It is the cue players hear most, and it is your reference: if it does not sound like your game, fix the identity sentence before you spend anything on the other cues.- One tempo number.
75 BPM, not70 to 80 BPM. A range comes back drifting between the two. - A mode, not only a key.
D minorfor calm,D dorianfor combat: the same root, a different colour. - Two to four named instruments.
solo cellobeatsstrings;felt pianobeatskeys. - Mood tied to motion.
calm and wistful, sparse,urgent and driving. Notepicorchill. - How it ends. For a loop,
ends on the same chord it starts on. For a cue, the timeline.
Step 2: a cutscene cue timed to the scene
A cue has a known length, so do the math before you write the prompt. At 75 BPM in 4/4, one beat is 0.8 seconds and one bar is 3.2 seconds. A 32-second intro is exactly 10 bars. Put every event on a bar line: 0:16 is the start of bar 6, which is where the castle reveal cuts in. Events on bar lines land where you ask far more often than events in the middle of a bar.
Set
durationSeconds to the scene length plus a 2-second ring-out, so the last chord fades under the cut to gameplay instead of stopping dead. Write the arc with timestamps: what opens, what enters, where the hit is, how it ends.
Step 3: the combat loop from the same theme
The combat loop is the theme under pressure. Keep the identity sentence and change four things: double the tempo (75 to 150 BPM, so the pulse still feels related), move to the dorian mode on the same root, add drums and an ostinato, and remove resolution so the tension never settles.Step 4: a sting for the win
A sting marks a moment: victory, level up, a secret found. Quote the first phrase of the theme and resolve it, in 4 to 8 seconds. Because it uses the identity sentence, it sounds like the end of your combat music, not a sound from a library.Run all cues as one batch
The cues do not depend on each other, so send them together once the menu loop sounds right. One JSONL line per job, in the order you want them back:summer_api_batch({ jobs: [...], out: "audio/music" }). A batch is priced before it starts and runs all or none (batches). For a bigger score, add one line per cue: a cue for each cutscene, a boss loop with its own named instrument (a boss theme is not just louder combat music), an ending cue up to a few minutes long. durationSeconds goes up to 600.
Other models for this job. Music v2.5 is the newest version of the default, at the same price ($0.0025 per second): run your menu prompt on it and compare by ear before you switch the whole score. Music v1 is good at tracks with a planned structure, such as a calm intro that builds into a boss theme.
Put it in your game
- Loop points. Generated music does not end on a clean loop. In Summer Engine, select the MP3 and turn on
loopin the Import dock; setloop_offsetto skip an intro on later passes, for example 3.2 seconds to skip the first bar. In any engine, trim the file on a bar line (a multiple of 3.2 seconds at 75 BPM) or cross-fade two players over one second. The music track skill has the cross-fade script. - Cutscene cues. Start the cue on the same frame as the picture. For an in-engine cutscene, put the cue on an audio track of the cutscene’s animation, so a skipped or paused scene stays in sync. Fade the menu or level music out over about one second before the cue starts.
- Mix. Music sits behind effects and voice: about -8 dB on a Music bus, dropping another 6 dB while a character speaks. Never at full volume on the master bus.
- Keep the prompts. Save every prompt next to its file. The next cue starts from the same identity sentence, and a new composer, or a new agent, can extend the score months later.

