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Tuesday, October 20, 2026

遊戲配樂作曲工具 Game Music Composer

遊戲配樂作曲工具Game Music Composer

輸入 1–5 首參考歌曲,分析曲風後生成近似風格的原創配樂。全部在瀏覽器內執行,音樂檔不會上傳到任何伺服器。Load 1–5 reference songs, analyse their style and generate original music in a similar style. Everything runs in your browser; your audio is never uploaded.

⚙設定Settings

自訂按鍵Custom keys

點選按鍵欄位後按下新按鍵即可設定;Esc 取消、Backspace 清除。設定保存在此瀏覽器。Click a key box, then press the new key. Esc cancels, Backspace clears. Settings are saved in this browser.

1輸入歌曲Input songs

支援 MP3 / WAV / M4A / OGG / FLAC,每首最長處理 10 分鐘。權重越高,該曲對風格的影響越大。讀入分析檔可直接略過第 2 步。MP3 / WAV / M4A / OGG / FLAC, up to 10 minutes per song. A higher weight gives that song more influence on the style. Loading an analysis file skips step 2.

2去除人聲(批次佇列)Vocal removal (batch queue)

逐首處理以節省記憶體:先以立體聲比對快速分離,伴奏用於分析和聲、律動與樂器,人聲用於擷取旋律特徵。AI 分離首次需下載約 67 MB 模型(之後快取),速度視電腦效能而定。選「不去人聲」時直接以原曲分析(適合純音樂或伴奏版),速度最快。分析完成後只保留特徵,完整音訊會釋放;伴奏與人聲另存一份低取樣率版本(約 22 kHz)供試聽,重新整理頁面後需重新放入歌曲才能試聽。Songs are processed one at a time to save memory: a fast stereo split first; the instrumental feeds harmony, groove and instrument analysis, the vocals feed melody features. AI separation downloads a ~67 MB model once (cached); speed depends on the computer. Choose No vocal removal to analyse the original mix directly (best for instrumentals; fastest). After analysis only the features are kept and the full-rate audio is released; a low-rate copy (~22 kHz) of the instrumental and vocals is kept for listening. After a page reload, add the songs again to listen.

3曲風分析與比較Style analysis & comparison

信心度低(紅 / 黃)時請確認:可能是半速 / 倍速、關係大小調混淆或拍號誤判。可直接修改 BPM、調性與拍號,修正後會重新計算並存入分析檔。Low confidence (red / yellow) means please check: half / double tempo, relative major / minor or a wrong meter are common. You can edit BPM, key and meter; corrections are recomputed and stored in the analysis file.
兩兩相似度Pairwise similarity

合併後的風格檔案Merged style profile

曲風標籤與樂器以頻譜特徵啟發式判斷,非經訓練的辨識模型。Genre tags and instruments are heuristic estimates from spectral features, not a trained classifier.
分析檔為 JSON 純文字(.aemlstyle.json),不含任何音訊;預設只存統計與原創性指紋,不含原曲旋律。開啟「保存完整旋律音符」後原曲旋律會寫入檔案,分享前請留意原曲著作權。The analysis file is plain JSON (.aemlstyle.json) without any audio; by default it holds statistics and originality fingerprints, not the original melodies. With "save the full melody notes" on, the original melodies are written into the file; mind the copyright of the originals before sharing it.

4作曲參數Composition parameters

(選一個場景即一次設定 8 項參數;設為「自動」的項目才會被場景覆寫)(a scene sets all 8 parameters at once; only items left on Auto are overridden)
長度Length
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節奏Rhythm
旋律Melody
和聲Harmony
主律動Foundation
旋律線Lead
襯底音Pad
填音Fill
編制層次Arrangement
自訂格式:以 - 分隔段落,例如 Intro-A-A-B-A-Outro;可用 A:4 指定該段小節數。自訂結構時長度由結構決定。Custom format: sections separated by -, e.g. Intro-A-A-B-A-Outro; A:4 sets that section's bar count. With a custom structure the length follows the structure.

5生成與試聽Generate & preview

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鎖定的聲部在「重新生成」時保持不變;鎖定旋律、和聲、貝斯或襯底音時和弦進行也會一併保留。Locked parts stay unchanged on "Regenerate"; locking the lead, harmony, bass or pad also keeps the chord progression.
局部重生Partial regeneration

生成記錄History

保留最近 12 次結果:可載入、設為 B 做 A/B 比較,或加入最愛(最愛不會被自動清除)。The last 12 results are kept: load one, set it as B for A/B comparison, or mark it as a favourite (favourites are never auto-removed).

6輸出音樂檔Export audio

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全部在瀏覽器內編碼。開啟無縫循環時,循環點寫入 WAV 的 smpl 區塊或 OGG / FLAC 的 LOOPSTART 標籤,並另存一份循環點文字檔(_loop.txt)。檔案中繼資料會寫入作者與工具名稱。輸入歌曲的著作權屬原作者;本工具只學習風格,並以原創性檢查避免旋律雷同。Encoded entirely in your browser. With a seamless loop the loop points go into the WAV smpl chunk or the OGG / FLAC LOOPSTART tags, plus a loop-point text file (_loop.txt). Author and tool name are written into the file metadata. The input songs remain the property of their authors; the tool learns only the style and an originality check prevents melodic copies.

7輸出樂譜Sheet music

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生成的曲子本身就是音符資料,樂譜與 MIDI 完全精確。MusicXML 為多聲部(含鼓譜),可用 MuseScore、Finale、Sibelius 開啟;多音軌 MIDI 的鼓組在第 10 聲道,可直接匯入 DAW 或遊戲引擎。The generated piece is note data, so score and MIDI are exact. MusicXML is multi-part (including a drum staff) and opens in MuseScore, Finale or Sibelius; the multi-track MIDI keeps drums on channel 10 for DAWs and game engines.
© 2026 AEML, NTUST 國立臺灣科技大學 營建工程系National Taiwan University of Science and Technology · v1.1

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