ComposerScout

How game music, sound and voice acting is priced

Updated October 15, 2026

Game audio is priced a few different ways: per finished minute or per track for music, per sound for sound effects, and per line, per word or per hour for voice acting. Some people quote one price for the whole project. Here is how each works and what to put in writing.

I'm not going to make up numbers. Where I give a range, it comes from a named public source you can read yourself. Rates depend on experience, scope, deadline and rights, so the best way to get a real number is to send your budget in the first message.

Music

Sound effects

Voice acting

Art and VFX

Artists usually price per piece, per asset, per sprite or animation frame, per hour, or per project. VFX artists usually price per effect, per sprite-sheet animation, per hour, or per project. More on hiring them in how to find an artist and how to find a VFX artist.

What to agree in writing

Frequently asked questions

How do composers charge for game music?

Usually per finished minute of music, sometimes per track or as one project price. Rates depend on experience, live instruments, deadline and rights. A 2016 Game Developer article put work-for-hire at about $500 to $2,000 per minute for emerging to mid-tier composers, and many indie projects pay less when the composer keeps the rights.

How much do sound effects cost for a game?

Often priced per sound. A 2016 Game Developer article put work-for-hire sound effects at about $20 to $100 each depending on the designer's experience. Bigger jobs are often priced per day or per project.

How are voice actors paid for games?

Per line, per word, or per hour or session, depending on the role. Many voice actors use the GVAA Rate Guide as a reference. Union actors follow union rates.

What's the difference between a license and a buyout?

With a license, the creator keeps the copyright and lets you use the work in your game on agreed terms. With a buyout, you own it outright. Buyouts usually cost more.

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