AI stem separation

Split any track into game-ready stems.

Build adaptive game audio from separated layers. Take a track you generated here or upload your own, and AnnoMotion AI pulls it apart into clean, separate stems — vocals, drums, bass, guitar, piano and everything else. Each comes back as a downloadable .mp3, ready to layer for adaptive audio, remix, sample or drop into Unity, Godot or Unreal. No DAW plugin, no stem splitter to install.

Start free Sign in Continue with Google
AnnoMotion AI · Stem Separator
Input A generated song or your upload
One mixed-down .mp3
Separated stems Each as a downloadable .mp3
Vocals.mp3
Drums.mp3
Bass.mp3
Guitar.mp3
Piano.mp3
Other.mp3

See it in action

Watch a real run.

A generated orchestral song is split into six stems, bass, drums, other, guitar, piano and vocals, as separate MP3s.

Stem Separation · demo· 0:40

What's inside

One track in, six game-ready stems out.

No source separation rig, no command-line tooling, no GPU to babysit. Drop in a track and get isolated vocals, drums, bass, guitar, piano and other back as standard MP3s you can layer for adaptive audio or drop into any DAW or engine.

Six isolated stems

Vocals, drums, bass, guitar, piano and "other" — each separated into its own clean track. Layer just the drums for a tension cue, or add the melody back in as the action ramps up.

Generated song or your upload

Pick any song you've already generated with the Music tool, or upload your own audio file. Either way it goes straight through the same separation pipeline.

Engine-ready MP3 output

Every stem lands as a portable MP3 — drops straight into Unity, Godot, Unreal, FMOD, Wwise or any DAW. No proprietary container, no codec dance.

Three length tiers

Short (≤2 min) for clips and loops, Standard (≤4 min) for most songs, Long (≤8 min) for extended tracks. Credits scale with length, so you only pay for the runtime you split.

Favourites & history

Star the keepers and they pin to the top of your library. Every split you've ever run stays under your account, replayable and re-downloadable from the dashboard or the unified gallery.

Never charged for a split you don't get

Credits are debited when the split starts and returned automatically if it fails, times out or you leave before it lands — so an abandoned run costs you nothing. Keep the page open while it works and the stems drop into your library as soon as they're ready.

How it works

Pick a track, choose a tier, download the stems.

01 — Source

Pick a song or upload audio

Choose any song from your generated library, or upload your own audio file. Whatever you feed in is what gets split.

02 — Length tier

Short, Standard or Long

Match the tier to your track: Short up to 2 minutes, Standard up to 4, Long up to 8. Credits scale with length, so you only pay for the runtime you actually split.

03 — Download each stem

Grab every isolated track

Preview the result in the dashboard, then download each stem — vocals, drums, bass, guitar, piano and other — as its own .mp3. Re-open any past split from your gallery any time.

Built for your game

Game devs, sound designers and remixers.

If you've ever wished you could layer game music by intensity, lift just the drums for a cue, or reuse one part of a track on its own, stem separation is for you.

Adaptive game audio

Layer stems by intensity — just the pad in exploration, drums and bass in combat, the full mix at the climax. Wire the layers up in Unity, Godot, Unreal, FMOD or Wwise for music that reacts to play.

Game audio reuse

Reuse a single layer of a track — just the drums for a tension cue, just the pad for an ambient bed — and drop it straight into Unity, Godot or FMOD.

Remixing & variants

Pull a track apart, swap a layer, rebalance the mix. Spin up level or boss variants from clean, isolated stems instead of fighting a mixed-down master.

Sampling

Lift a clean drum break, a bassline or a piano motif with no bleed from the rest of the mix — ready to chop, loop and resample into new cues.

Karaoke & backing tracks

Drop the vocal stem for an instant karaoke version, or mute the instrument you're practising so you can play along to everything else. Split audio you own or have the rights to use — what you upload stays your call.

Cleanups & edits

Rebalance a track that's too vocal-heavy, or rebuild a mix from its parts. Separated stems give you per-layer control a flat file never will.

FAQ

Stem separation, answered.

Which stems do I get back?

Six are requested every time: vocals, drums, bass, guitar, piano and everything else grouped as "other". The separator is asked for all six regardless of what is in your track, so a piece with no piano still gets a piano stem — it just comes back near-silent rather than absent. You get back whichever of the six the separator actually returns a file for, and the tool saves each one it finds.

Can I split a track I did not make here?

Yes. You can pick any song you have already generated with the Music tool, or upload your own audio — MP3, WAV, OGG, FLAC and M4A files are all accepted. Either route goes through the same separation.

What are the length tiers for?

They are price bands matched to how long your track is: Short covers up to two minutes, Standard up to four, and Long up to eight. Pick the band that covers your track — the length of the audio you submit is checked against it, so a band that is too short for the file will not run.

What format are the separated stems?

Each stem comes back as its own MP3, so they drop straight into Unity, Godot, Unreal, FMOD, Wwise or any DAW with nothing to convert. Download them individually and line them up on separate tracks or separate audio sources.

Why would I want stems for a game rather than a finished track?

Because separate layers let the music react. Play only the pad while the player explores, bring in drums and bass when combat starts, and drop the full mix at the climax — all from one piece of music, crossfaded by the engine. A flat mixed-down file can only get louder or quieter.

How clean is the separation?

It is a model, not a multitrack recovery, so expect a good working split rather than the original session. Drums and vocals usually come out cleanest; instruments that share a frequency range can bleed into each other on a dense mix. For layering, cues and sampling it is normally more than good enough — for a commercial remaster it is not the same thing as having the stems.

Build audio your game can react to.

Pick a track, choose a length tier, and download clean vocals, drums, bass, guitar, piano and other — each as its own MP3, ready to layer straight into the mix.

Start free Sign in Continue with Google