Game Audio

Use this reference for music, SFX, ambience, and spoken character lines. Generate through Higgsfield CLI, then normalize and mix locally for predictable in-game loudness.

Discover the live contracts

Run before the first audio job:

higgsfield model list --audio --json
higgsfield model get seed_audio

Use seed_audio by default. Use sonilo_music or mirelo_text_to_audio only when the user requests those specialist models or their live contracts fit better. Use inworld_text_to_speech only for explicit TTS with one of its listed voices.

Commands

General audio, SFX, or ambience:

higgsfield generate create seed_audio \
  --prompt "short isolated sword impact, dry studio recording, no music" \
  --wait \
  --json

Specialist instrumental music:

higgsfield model get sonilo_music
higgsfield generate create sonilo_music \
  --prompt "instrumental cozy forest loop, warm marimba and soft strings, no vocals" \
  --duration 30 \
  --wait \
  --json

Specialist legacy SFX:

higgsfield model get mirelo_text_to_audio
higgsfield generate create mirelo_text_to_audio \
  --prompt "single heavy wooden door slam, close microphone, no ambience" \
  --duration 2 \
  --wait \
  --json

Explicit TTS:

higgsfield model get inworld_text_to_speech
higgsfield generate create inworld_text_to_speech \
  --prompt "The gate is open. Move!" \
  --voice "<exact voice value from model get>" \
  --wait \
  --json

Pass only parameters shown by model get; do not forward provider-specific keys.

Scope

Prompt rules

Mix and ear safety

Normalize locally before wiring clips into the game:

Voice stays above SFX; SFX stays above music. Loop ambience/music in playback code and add short fades at loop boundaries. Never stack raw model outputs at full gain.

Verification