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  • Installation
  • 🎡 Music
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Local AI

‘Local AI’ is a collection of generative AI tools that run entirely on your computer.

There is no cloud account, no subscription, no usage fees, and no per-prompt limits.

Your prompts and results stay on your machine.

It consists of the following assets:

  • 🎡 Music, generate songs offline from a style preset and optional lyrics.
  • and more to come…

Requirements  

All ‘Local AI’ assets are developed for Unity 6 (version 6000.0 or higher) and the Windows x86_64 Editor. They run in the Editor, and they are not intended as a runtime player package unless a specific asset says otherwise.

Generation can run on the CPU, but a GPU is recommend: it is much faster.

If you don’t know how to install Unity 6, follow this official tutorial.

Installation  

  1. Import the assets into your Unity project. If you’ve purchased the bundle, you’ll be able to download all the assets from the store at no charge.
  2. Open the tools from Window β†’ Fronkon Games β†’ Local AI.
  3. Download the model files when the asset asks for them, or point it at a folder you already have.
GGUF model weights are large. Keep them out of git. I recommend using a folder outside the project or adding *.gguf and *.gguf.part to your .gitignore file.

 


🎡 Music  

STORE   
 


‘Local AI: Music’ generates songs offline inside the Unity Editor. Describe style and arrangement, optionally write sectioned lyrics, then render a WAV on your machine.

  • Private and local. Prompts, lyrics, and the WAV never leave your computer.
  • Editor-only. Tools live under Window β†’ Fronkon Games β†’ Local AI β†’ Music. Nothing is added to a player build unless you import the generated audio yourself.
  • Hundreds of styles. Genre presets ship in the package, including instrumental variants. Duplicate and edit them, or create your own.
  • Optional lyrics. Assign a lyric asset for a sung track. Leave lyrics empty (or use a style that describes no singer) and generation is treated as instrumental without rewriting the style asset.
  • WAV output. Stereo, 44.1 kHz, 16-bit PCM. Length 5–300 s.
  • Game-ready loops. Enable Seamless loop to search for a natural wrap in the WAV and mark the imported AudioClip as loopable.
  • CUDA, then Vulkan, then CPU. A GPU is not required. CUDA is used when a compatible NVIDIA GPU is present.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0 or higher.
  • Editor: Windows x86_64.
  • GPU: not required. CUDA is used when a compatible NVIDIA GPU is present, then Vulkan, then CPU.
  • VRAM: about 12 GB for the included quantized models. A 16 GB card is more comfortable.
  • Free space: at least 10 GB of free space.

Installation Guide  

  1. Import Local AI: Music.
  2. Create a music style using the Window β†’ Fronkon Games β†’ Local AI β†’ Music β†’ Style tool (or use or modify one of the hundreds of included presets).
  3. Create the lyrics using the Window β†’ Fronkon Games β†’ Local AI β†’ Music β†’ Lyrics tool.
  4. Open Window β†’ Fronkon Games β†’ Local AI β†’ Music β†’ Generator. Select the style and lyrics.
  5. Set the Models folder and click Download, or select a folder that already contains the five GGUF files.
  6. Click Generate.

Tools  

Style  

A Style is a MusicPreset asset: a structured description of genre, mood, vocals, and arrangement. The generator turns this text into the caption sent to the model.

Create one with New, pick an existing asset in the object field, or start from a preset under Editor/Presets/. Changes are saved on the asset when you edit it.

Global  
Style Genre and subgenre, for example synthwave or acoustic folk.
Tempo Speed of the track, for example 96 BPM.
Key Key and scale, for example C major.
Global Emotional Progression How the mood should evolve from the start of the song to the end.
Scenarios & Imagery Listening context, pictures, and intended use (menu, trailer, in-game bed, and so on).
Sonics & Production Profile Mix, soundstage, frequency balance, and dynamics.
Vocal Details  

These fields describe a singer. If you generate without lyrics (or with empty section text), the generator builds an instrumental request and does not write these fields back onto the asset.

Vocal Gender & Timbre Who sings and how they sound (gender, range, timbre).
Vocal Style Delivery, phrasing, and how the performance evolves.
Harmony Vocals Backing vocals, choir, and stacks.
Vocal FX Reverb, delay, widening, and other vocal processing.
Arrangement  
Primary Main instruments present for most of the song.
Secondary Supporting instruments and when they enter or drop out.
Groove & Foundation Progression Rhythm, bass, drums, and how the groove changes over time.
Textures & Spatial FX Atmosphere, spatial FX, and section transitions.
Lyrics  

A Lyrics asset is a MusicLyric: a title plus reorderable sections. Lyrics are optional. If you skip this asset, or every section has empty text, the generator treats the song as instrumental.

The model has been trained on hundreds of hours of music featuring singers, so it tends to add vocals even when there aren’t any.
Title Name of the lyric sheet (also used as the default file name when you click New).
Sections Ordered list of parts. Drag to reorder. Use + to add a template, duplicate, or delete.
Section Kind of part: Intro, Verse, Pre-Chorus, Chorus, Post-Chorus, Bridge, Instrumental, Solo, Outro, or Custom (your own heading).
Text Sung lines for that section. Leave empty to emit [instrumental] for that part.
Preview Opens a window with the tagged lyric sheet sent to the model ([Verse], [Chorus], and so on).
Lyrics can be written in any language, but the model is trained and documented primarily on English. Non-English lyrics may work but are not guaranteed. Quality depends on the language and how clearly the Style describes the vocal character (for example, genre and timbre). There is no separate language control.
Multiple voices (experimental)  

To assign different singers to different sections (for example, a duet) describe both voices in Style β†’ Vocal Details (gender, timbre, and who sings which part).

Add short voice tags on their own lines inside the section text: [male vocal], [female vocal], or [duet].

Caption-only instructions are usually not enough, tags in the lyrics matter too. Keep each tag to one or two words, longer tags may be sung aloud.

[Verse]
[male vocal]
I walked alone through midnight rain
Every street remembers your name

[Verse]
[female vocal]
You left a letter by the door
Said you weren't coming back no more

[Chorus]
[duet]
We were fire, we were flame
Nothing left but ash and shame

In the Style, name both singers and state who opens, for example, a deep male baritone on the first verse, a bright female soprano on the second, both joining the chorus, with no choir or doubled backing vocals.

Section-level switching works best; line-by-line alternation usually fails. Casting is not deterministic, try different seeds and check the first few seconds; if the wrong voice opens, generate again.

Multi-voice experimental, not an official feature. Expect to re-roll several times for a usable take.
Generator  

Assign a style, optionally lyrics, then Generate. Native backends are tried in order: CUDA β†’ Vulkan β†’ CPU.

Diffusion  
Seed DiT noise seed. -1 picks a random seed.
CFG [1.0-3.5] Diffusion guidance. Higher follows the style more strictly. Default: 1.7.
Peak clip [0-100] Limits output peaks to reduce distortion. Default: 10.
Language Model  
Seed Language-model sampling seed. -1 picks a random seed.
CFG [1.0-3.0] Language-model guidance. Default: 1.5.
Top-k [1-200] Sampling is limited to the k most likely tokens. Default: 50.
Generation  
Keep models loaded If enabled, GGUF weights stay in memory between runs (faster repeats, more RAM/VRAM).
Preset The MusicPreset (style) to generate from. New creates an asset; Edit opens Style.
Lyrics Optional MusicLyric. New creates an asset; Edit opens Lyrics.
Duration [5-300 s] Length of the WAV. Default: 60. Output is always stereo 44.1 kHz 16-bit PCM.
DiT steps [8-50] Diffusion transformer steps. Higher is slower and can be cleaner. Default: 30.
Seamless loop After generate, search for a loopable wrap and mark the imported AudioClip as loopable.
Models Folder that contains the five GGUF files. Download fetches them.
Output Destination .wav path (stereo, 44.1 kHz, 16-bit PCM). Pin highlights the clip in the Project window if it is inside the project.
Generate Starts generation. Disabled until a style is assigned and the model files are valid.

Powered by MiniMax Music 3.

 


F.A.Q.  

Will I run into any copyright issues?  

Generated files are yours to ship in games or media (commercial or not).

You shouldn’t use this assets for other purposes besides generating assets for games or promotional material.

You cannot impersonate real people, plagiarize copyrighted works, or use it for illegal purposes.

It’s your responsibility.

Do I need to say that my game use AI?  

It depends on the platform.

For example, on Steam you must disclose the use of generative AI if any AI-generated content or assets actually ship with your game or appear in your store and marketing materials.


Support  

Do you have any problem or any suggestions? Send me an email to fronkongames@gmail.com and I’ll be happy to help you.

If you want to report an error, it helps a lot if you include the Unity log file.


If you are happy with this asset, consider writing a review in the store.

Thanks!

 Camera Transitions
True Ballistics 
On this page:
  • Requirements
  • Installation
  • 🎡 Music
  • F.A.Q.
  • Support