For game composers

Share adaptive music. Get feedback that lands.

Every music state, loop and stinger on one link. Developers stream it in the browser, leave notes at the exact second, and you see which cues the studio actually played.

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How it works

  1. Upload your cues. WAV, AIFF, FLAC or MP3, with each cue’s loops, stingers and stems.
  2. Sort them by music state. Exploration, Combat, Boss, Menu, Cutscene, each its own section.
  3. Send one link. The team streams it, leaves timestamped notes, and you see what they played.

One cue, every variant. Sorted by state.

Give each music state its own section, so the developer goes straight to Combat or Menu. Loop versions, stingers and layer stems nest under the full mix, and each cue expands to show every file. No more 40-file ZIP over Slack.

Notes pinned to the moment. Not a 47-message thread.

Developers click the exact second in a cue and type what they need: “the tension build releases too early at 1:34.” The note stays pinned to 1:34, so you know what to fix without a call.

See what the studio played. Before the next call.

Know who opened your link, which cues they played and what they downloaded, person by person. Lock pre-release music with a password and an expiry date.

Common questions from game composers

How do game composers share music with studios?

Put the music in one playlist with a section for each music state, such as Exploration, Combat, Menu and Cutscene, and send a single link. Studios stream everything in the browser, with no account, no DAW and nothing to download. Developers leave notes at the exact moment in a cue, and you see which cues the team played.

How do you get useful music feedback from game developers?

Developers often are not musicians, so notes like "make it punchier" are hard to act on. With timestamped comments they click the exact moment in your track and say what they hear: "the tension build at 1:34 releases too early." The note is pinned to 1:34, so you know exactly what to fix.

Can I share stems and alternate mixes for a game cue?

Yes. Nest the loop version, stinger, intro and layer stems under the full mix, and the developer sees one entry per cue that expands to every file. DropCue streams audio for pitching and review; for final delivery with loop points, export from your DAW in the format your audio middleware needs.

How much does DropCue cost for game composers?

Artist is $8 per month billed annually, with no track limit, password-protected links and expiry dates. Pro, from $15 per month billed annually, adds full per-recipient analytics, timestamped comments and alt-mix nesting. Every plan starts with a 7-day free trial, no credit card required.

Win more game projects.

Organized music states, nested variants, timestamped developer notes and analytics that show where to focus. 7-day free trial, no credit card required.

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Last reviewed and updated 2026.