Second-Screen Gaming Apps
Unlock production speed: Mubert creates unique, royalty-free Second-Screen Gaming Apps for any project or platform in seconds.
The problem
Second-Screen Gaming Apps
Problem
Music that loops and wears out
Companion apps stay open on a phone or tablet for a whole match. A short track repeats every few minutes, players mute it, and the app loses the mood it was meant to add to the main game.
With Mubert
Mubert streams realtime generative music in 150+ moods and themes, so the audio keeps changing instead of repeating. Tracks can also run up to 25 minutes, or longer on enterprise terms.
Problem
Audio that ignores the game state
A second-screen app shows a boss fight, a lobby, or a quiet map screen, but a fixed track plays the same mood throughout. Mismatched music breaks immersion, and swapping files by hand does not keep up with live play.
With Mubert
Intensity can change while the stream plays, and WebRTC delivery has sub-second latency. Your app can raise or lower the music as the match moves from lobby to fight.
Problem
Licensing every player's listening
Once thousands of players use your app, you need music rights that cover each of them, and tracking who played what turns into paperwork. Stock tracks and licensing back-and-forth slow releases and tie up your producers.
With Mubert
Your backend creates a customer for each player, with a customer-id and access-token, and their usage counts against your license. Check the plan table on the pricing page for sub-licensing and monetized content.
Apps
By the numbers
Paid in 2024 for music at live events and in hotels, restaurants and shops
Damages publishers sought from Peloton over songs used without licenses in its classes
Damages publishers sought from Roblox over unlicensed music in user-made games
Second-Screen Gaming Apps
How it fits your product
A second-screen game sits next to something louder, usually a TV broadcast or a console session, so the music has to stay out of the way. Pick mid-tempo electronic or soft pop with sparse synths and a clean low end, no vocals. Phone speakers lose bass, so lead with plucks and arpeggios. Tracks should loop without an obvious seam, since players linger on one screen for minutes.
For a companion app, use Stream mode so the music never has to restart between rounds. Your backend creates a customer for each player and passes the customer-id and access-token to the client, which connects over WebRTC. When the quiz or match moves into a tense phase, raise the intensity while the stream plays. Use Library for menus and results screens, filtered by mood or BPM.
With the Mubert API
Mode
Stream
Length
Endless
Tempo
100-120 BPM
Mood
Playful, light, energetic
Example prompt
Upbeat electronic pop, light synth arpeggios, 110 BPM, background for phone companion game
More prompts to try
Tense cinematic pulse, low strings, ticking percussion, countdown round in a trivia app
Chill lo-fi hip hop, warm keys, soft drums, 80 BPM, lobby screen between matches
Bright chiptune melody, bouncy bass, 130 BPM, retro arcade mini game on a phone
Features
What you get
150+ Genres and Moods
Coverage of popular and niche musical styles
Mood & Theme Selection
Automatically match music to emotional context
12K+ Track Library
Instant access to curated pre-generated royalty-free tracks
FAQ
Second-Screen Gaming Apps
What kind of music works for a second-screen gaming app?
Mid-tempo, mostly instrumental music works best, because the app competes with a TV or console for attention. Keep the low end light for phone speakers, avoid vocals that clash with live commentary, and use loops that repeat cleanly. Mubert's mood and theme selection and genre filters help match each screen.
Can the music change intensity while a player is in a match?
Yes. Mubert's realtime stream runs over WebRTC with sub-second latency, and intensity can change while the stream plays. A companion app can raise it when a round gets tense and lower it on results screens. Streams come in 150+ moods and themes.
More use cases
Pricing
Transparent & Flexible
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