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Hiring Audio Professionals - A Guide - ACT III: Budgeting for Audio. What Should a Composer Cost?

Writer: Edward Ray
Edward Ray
Nov 28, 2024
6 min read

Updated: Sep 16

Budgeting for Audio: What You Need to Know

When budgeting for your game or film’s audio, there are a few things that can move the cost quite dramatically. Knowing what they are will make conversations with composers and sound designers considerably easier, and should help you avoid the classic production problem of discovering six months too late that audio apparently costs money.


Scope of the Project

No great mystery here. The size and complexity of the project matter. A larger game with more levels, environments, weapons, cinematics and gameplay systems will usually need more music and sound design. Likewise, there is a substantial difference between producing a handful of short stingers and building an adaptive score with multiple layers, transitions and states. This is also why I’m generally wary of statements such as:

“I charge X per minute of music.” Fine. What minute? Is that $150 for an ambient drone? A fully produced orchestral cue? A recording session with live musicians? If an orchestra is involved, does that figure include orchestration, copying, studio hire, engineering and performer fees?


For games, does “one minute” mean a single stereo file, or sixty seconds of music split across several stems for dynamic playback in Wwise or FMOD? Is implementation included? Testing? Revisions to the interactive system? For film, are we talking about a 60-second trailer cue or a 90-minute feature? Are you paying for every minute of finished score, or for the time required to write, produce and deliver it?


A per-minute rate can be useful as part of a quote. On its own, it tells you surprisingly little.

Every project has different requirements, and those requirements can vary enormously depending on the musical direction, technical complexity and production pipeline.


A ten-minute short film obviously has different needs from a feature. Likewise, a small mobile puzzle game will generally have rather different audio demands from an open-world RPG with hundreds of interactive systems. The clearer the scope is before work begins, the more accurate the budget is likely to be.


How Much Should You Allocate to Audio?

There is no universal percentage. As a rough planning figure, somewhere around 5–15% of the overall production budget is sometimes used for audio, depending on the project.

Treat that as a starting point rather than a law of physics. A project built heavily around atmosphere, music, dialogue or environmental storytelling may justify considerably more. A small project with relatively modest audio requirements may need less.


Around 10% can be a useful initial assumption while budgeting, but the sensible figure depends entirely on what audio is expected to do.

If music and sound are central to the identity of the project, squeezing the entire department into whatever money happens to be left at the end is usually a false economy.


A Few Things That Affect the Budget

Scope and Complexity

More content generally means more work. A project with multiple environments, creatures, weapons, vehicles, cinematics and interactive music systems will require considerably more production than one with a small number of tightly controlled scenes. Technical complexity matters too. Five minutes of adaptive music may involve substantially more work than five minutes of linear music. Duration alone is a poor measure.


Quality and Experience

Experienced composers and sound designers cost more because, ideally, they are solving problems before those problems become expensive. This does not mean that every project needs the most expensive person available. It does mean that buying twice as much material from someone cheaper is not automatically better value. Sometimes the sensible answer is simply to commission less.


Additional Costs

The composer or sound designer’s fee may only be part of the total audio budget.

Depending on the project, you may also need to account for:

  • Session musicians

  • Orchestration

  • Studio hire

  • Recording engineers

  • Music licensing

  • Voice actors

  • Middleware

  • Implementation

  • Editing

  • Mixing

  • Mastering

  • Post-production

A good audio professional should be able to tell you which of these actually matter for your project and which you can safely ignore.


Turnaround Time

Deadlines affect price. If you need four weeks of work delivered by Friday, something somewhere is going to suffer. Rush jobs often command higher fees because they require the composer or sound designer to reorganise other work, put in longer hours, or bring in additional help. They can also reduce the amount of time available for experimentation, revisions and polish. Giving someone a sensible lead time usually results in better work and fewer expensive surprises. It is also considerably more pleasant for everyone involved.


Live vs Sampled Instruments

Modern sample libraries are extremely good and, in many cases, entirely appropriate. They are also far cheaper than hiring thirty human beings, putting them in a studio and asking them to play your music. Live musicians still bring things that samples struggle to reproduce: phrasing, variation, imperfection, character and the small performance decisions that make something feel alive. You also do not necessarily need an orchestra. A single live cello, guitarist, percussionist or brass player layered into an otherwise sampled production can make an enormous difference. The right choice depends on the sound you want, the money available and how much time you have.


Revision Policy

Always establish how revisions work before the project begins. Many composers include a fixed number of revision rounds within their quote, commonly two or three. Others work on the basis that the agreed budget covers the production of approved music and do not explicitly count revisions. Neither approach is inherently better. What matters is that everybody understands the arrangement. Creative alignment at the beginning of the project can save a remarkable amount of time later. If everyone agrees on the musical identity, references and overall direction, later revisions are more likely to be things such as:

  • Shortening a cue

  • Changing an ending

  • Reducing intensity

  • Altering instrumentation

  • Adjusting a transition

  • Changing the balance between stems

Those are normal production notes. Completely rewriting a piece because everybody had a different idea of what “dark but uplifting” meant is more expensive. As it bloody well should be.

Licensing and Usage Rights

Rights can also affect the cost. Some clients require full ownership of the music. Others license it for use within the project while the composer retains the underlying copyright. There are many possible arrangements between those two positions. The broader the rights being transferred, the more valuable the agreement is to the client, and the fee may reflect that. It is worth discussing this early. Finding out what you have actually purchased after the soundtrack is already in the game is not an especially elegant licensing strategy.


Do I Need to Know All of This Before Speaking to a Composer?

No. You do not need to arrive with a spreadsheet, a licensing solicitor and a detailed understanding of interactive music systems. You should, however, have some idea of what affects the price. A good composer or sound designer should be able to help you work through the rest.


Budgeting Quick Reference

  1. Overall budget A rough starting point might be 5–15% of total production budget, depending heavily on the project.

  2. Project scope More levels, scenes, assets, systems and interactive requirements generally mean more work.

  3. Complexity Adaptive music, middleware implementation and technically demanding sound systems may increase costs even when the total amount of finished audio seems relatively small.

  4. Experience More experienced professionals generally cost more, but can also solve problems faster and reduce production risk.

  5. Additional costs Allow for musicians, studios, licensing, voice recording, implementation and post-production where required.

  6. Turnaround Short deadlines may increase fees and reduce the amount of time available for experimentation and polish.

  7. Instrumentation Samples are efficient and often excellent. Live players cost more, but can add character that is difficult to fake convincingly.

  8. Revisions Agree in advance how revisions are handled and how many rounds are included.

  9. Rights Clarify ownership, licensing and usage rights before work begins.


Final Thought: Talk About the Budget

Your available budget may be below what a composer normally charges. That does not necessarily end the conversation. You may think you need ninety minutes of music when sixty would work perfectly well. You may be budgeting for live strings when a smaller ensemble would produce a better result. You may be planning dozens of bespoke cues when a more intelligent interactive system could do the job with considerably less material.

So instead of saying:

“I’m afraid your rates are too high. Thanks for your time.”

Try:

“I realise our budget may be below what you would normally charge. What could you realistically provide within it?”

That is a much more useful conversation. A competent composer should be able to tell you what can be reduced, simplified or redesigned without gutting the quality of the work. More music is not automatically better music. If the budget is fixed, spend it where it matters.

 
 
 

3 Comments


Marisa Heung
Marisa Heung
Dec 03, 2024

Incredibly useful. Are you currently available to work on a project? Can I contact you to discuss your rates?

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Marisa Heung
Marisa Heung
Dec 03, 2024
Replying to

Great. I've forwarded it to my audio director. I think your style is the perfect fit. Thanks!

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© 2026 by Edward Ray
 

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