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Notes & Thoughts

From the Studio

On composing, game audio and the occasional tool recommendation.

Meet AudRig: My App for Checking Mixes Outside the Studio

Meet AudRig: My App for Checking Mixes Outside the Studio

Checking your mixes outside the studio is something most composers and producers know they should do regularly. Play it in the car. On earbuds. On a cheap Bluetooth speaker. But for some reason there's never been a decent app that makes that easy - something that just picks up your files from Dropbox or iCloud and lets you listen without fuss, while also giving you real tools to analyze what you're hearing.

I've been writing music on the side for years, and I'm constantly bouncing mixes I need to check in different environments. I got tired of moving files around manually, or opening a general-purpose player that was never built for this kind of workflow. So I built AudRig.

AudRig (iOS only) looks like a classic music player - but there's a proper toolbox underneath. Everything in one place: all your own music, A/B testing between mix versions, an EQ to help pinpoint where a mix needs work. It's for anyone who creates music and wants a smarter way to listen critically - whether you're scoring for a game, working on a film, or just finishing your own tracks.

There's also mono playback, variable speed, and looping. That last one is worth calling out: if you're working on seamless loops, AudRig can help you verify they're actually clean, with no clicks or pops at the loop point.

AudRig is out now on the App Store and updated continuously.

AI and Music-Making for Games

AI and Music-Making for Games - Where I Draw the Line

These are strange times.

AI is a constant presence in almost every creative field right now - simultaneously a threat and a promise. It could be the thing that levels the playing field, making accessible what was previously exclusive. Building this website, for example, took a few evenings instead of weeks of trial and error with results that would have been mediocre at best.

For me personally, AI has made it easier - and honestly more enjoyable - to tackle the parts of running a small music business that feel more like admin than actual music-making.

Time is the real constraint here. With a family, the hours available for composing are limited. Add planning new music packs, sketching out some kind of marketing approach, and keeping a website and social channels updated - and suddenly even a modest to-do list becomes genuinely difficult to sustain. And somewhere in all of this, I have to remember that I'm doing this because I enjoy it. Not because I have to. My bills get paid whether I'm in the studio or not.

So. Here's my current strategy - or at least how I'm thinking about it right now.

What I use AI for

I keep everything about my music packs in Notion: themes, target audience, references, instrumentation, tempo, you name it. When I'm developing a new pack, AI helps me check the marketplaces I sell on, bounce ideas around (sometimes my ideas are bad; sometimes Claude's are worse - we work through it), and structure everything. By the time I actually sit down in the studio, I have a solid, well-thought-through concept to work from. That alone has done more for creative block than I expected - more on that in a future post.

Being able to quickly generate detailed descriptions, and sometimes even follow them, plus some visual help - it moves me from a blank page to something resembling a sketch much faster than I could manage before. Closing Logic night after night after hitting CMD + A → Delete is not something I'd categorize as fun.

Beyond the music itself: the website, this blog, ideas for how to launch packs, social media strategy - all of that runs largely through AI. These aren't areas where I'm particularly strong, and if I'm honest, not areas I find especially interesting. But if I want to release music that people actually get a chance to hear, they're part of the job. Occupational hazard.

Sidenote: these posts are written by me in Swedish and translated to English - it's simply more natural to write in my native tongue.

What I don't use AI for

This part matters to me.

I don't use any AI service to generate music. Plenty of people do, and I'm not judging - it probably works well in a lot of contexts. But writing music is the whole point for me. Outsourcing the part I actually want to do, the part I feel like I can do, just feels wrong. You could argue that using AI to brainstorm pack concepts edges toward this territory, but the music itself is still mine. My decisions, my details, my fingerprint - hopefully the thing that sets my work apart.

Artwork follows a similar logic. I either make it myself, or I buy artwork from artists and build on top of that. An attempt, at least, to support people who've put real time into their craft.

The honest conclusion

There's probably some hypocrisy baked into all of this. Wherever you draw the line with AI, it's always affecting someone. That's hard to escape, and I hold my position with some humility - I might change my mind.

But if I simplify it: things (outside of the whole music thingy) I used to do myself but that took months, I'm happy to automate. Things I used to pay someone else for, I intend to keep paying for.

That's the line. For now.

Welcome to the Studio

Notes on composing, game audio and the work behind the music packs. More posts coming soon - on workflow, instrument choices, and what actually goes into making a loop that stays interesting after the hundredth playthrough.

This is where longer thoughts will live. Things that don't fit in a product description or a social post - the reasoning behind decisions, what worked and what didn't, the tools I reach for and why.

If you're a game developer looking at these packs, or just curious about how this kind of music gets made, hopefully there's something useful here.

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