The two ways to add music to Roblox

You can add music to your Roblox game in two ways: by uploading your own audio file or by using music that already exists in the Roblox catalog. Uploading your own file gives you complete control over what plays, but it costs Robux (Roblox's in-game currency) and requires you to own the rights to the music. Using catalog music is free and instant, but your choices are limited to what Roblox has already approved.

Most developers start with catalog music while building, then add custom audio later if the game needs something specific. Both methods use the same Sound object in Roblox Studio — the tool that plays audio — so once you understand how Sound works, switching between them takes just a few clicks.

Key Takeaways

  • Catalog music is free and plays instantly, but you can only choose from Roblox's approved library of thousands of tracks.
  • Custom audio files cost Robux to upload and require you to own the rights, but let you use any music you want.
  • Both types of music play through a Sound object placed inside a Part, Script, or other container in your game's workspace.
  • You control when music plays by writing a simple script that tells the Sound object to play, stop, or loop.
  • Test your audio in Studio before publishing so you can hear exactly how it sounds in your finished game.

Adding music from the Roblox catalog

The Roblox catalog contains thousands of free music tracks sorted by mood, genre, and length. To add one, open Roblox Studio and create or open your game. In the Explorer window on the right side of the screen, right-click on any Part in your workspace (or create a new Part if you don't have one), then select Insert Object and choose Sound. A Sound object will appear under that Part.

Click the Sound object to select it. In the Properties panel below the Explorer, find the field labeled SoundId. Leave it blank for now. Open the Toolbox panel (click View at the top, then Toolbox), and search for music by typing a word like "ambient" or "electronic" into the search box. When you find a track you like, click it once. The SoundId field will automatically fill with that track's ID number, and you'll hear a preview of the music.

Once you've chosen your track, you can adjust how it sounds. The Volume property controls how loud the music plays (set it between 0 and 1, where 1 is full volume). The Looped property, when turned on, makes the music repeat forever instead of playing once and stopping. Test your settings by clicking the Play button in Studio to hear how the music sounds in your game.

Uploading your own audio file

If you want to use music you've created or licensed, you'll need to upload it to Roblox. First, prepare your audio file — it must be in .mp3, .ogg, or .wav format, and no longer than 20 minutes. Go to the Roblox website, log in, and navigate to your Create page. Click Audio in the left menu, then click the Upload Audio button.

Select your audio file from your computer and give it a name. Roblox will ask you to confirm that you own the rights to this music or have permission to use it — this is important, because uploading copyrighted music you don't have rights to can get your account suspended. Once you upload, Roblox will process the file (this usually takes a few minutes) and assign it an ID number.

After your audio finishes uploading, go back to Roblox Studio. Create a Sound object the same way you would for catalog music — right-click a Part, select Insert Object, then Sound. In the Properties panel, find the SoundId field and paste your audio's ID number into it. The music will now play in your game instead of catalog music.

Writing a script to control when music plays

By default, a Sound object will play as soon as your game loads. Most of the time you want more control — you might want music to start only when a player enters a certain area, or to stop when they click a button. This is where scripts come in.

Right-click your Sound object in the Explorer and select Insert Object, then LocalScript. A script window will open. Delete the default code and type this:

local sound = script.Parentsound:Play()

This tells the Sound to play when the game starts. To make music play on a loop instead, change the script to:

local sound = script.Parentsound.Looped = truesound:Play()

If you want music to play only when something specific happens — like when a player touches a part — you'll need a more complex script. Right-click the Part you want to detect touches on, insert a Script (not a LocalScript), and type:

local sound = game.Workspace.YourPartName.Soundscript.Parent.Touched:Connect(function()sound:Play()end)

Replace "YourPartName" with the actual name of your Part. Now the music will play only when a player touches that Part. You can stop music by calling sound:Stop() instead of sound:Play().

Testing audio before you publish

Always test your music in Studio before publishing your game. Click the Play button at the top of Studio to run your game in test mode. Listen for problems like audio cutting off too early, music playing at the wrong time, or volume that's too loud or too quiet. If something sounds wrong, stop the test, adjust your Sound properties or script, and test again.

Pay attention to how the music sounds alongside other sounds in your game — if you have footsteps, button clicks, or other effects, make sure the background music doesn't drown them out. You may need to lower the music's volume or raise the volume of other sounds to get the right balance. Test on different devices if you can, because audio volume can sound different on phones, tablets, and computers.

Common mistakes and how to fix them

The most common mistake is forgetting to set the SoundId before expecting music to play. If you insert a Sound object and don't give it an ID, nothing will happen when you press Play. Check the Properties panel and make sure the SoundId field is filled with either a catalog track ID or your custom audio ID.

Another frequent problem is music playing too quietly or too loudly. The Volume property defaults to 0.5 (half volume). If you can't hear your music, raise it to 0.8 or 1. If it's too loud and drowns out other sounds, lower it to 0.3 or 0.4. You can adjust this while your game is running in test mode to find the right level.

If you upload custom audio and it doesn't appear in your game, the upload may still be processing. Wait a few minutes and refresh the page. If the audio still doesn't work, check that you pasted the correct ID into the SoundId field — copy it directly from the upload page to avoid typos.

Frequently Asked Questions

Can I use copyrighted music in my Roblox game?

No. You can only upload music you created yourself or music you have written permission to use. Uploading copyrighted music without rights will get your account suspended. If you want to use existing songs, you'll need to buy a license from the copyright holder or find royalty-free music from sites like YouTube Audio Library or Epidemic Sound.

How much does it cost to upload custom audio?

Uploading audio to Roblox costs 50 Robux per file. You earn Robux by selling items in your games or by purchasing them with real money. If you're just starting out, use catalog music first — it's free and has thousands of options.

Why is my music cutting off before it finishes?

Roblox audio files have a 20-minute limit. If your file is longer than that, trim it before uploading. Also check that your audio file isn't corrupted — try playing it on your computer first to make sure it plays all the way through without stopping.

Can I have multiple songs playing at the same time?

Yes. Create multiple Sound objects in different Parts or containers, and each one can play independently. You can control them with separate scripts — one script might play background music on a loop while another plays a victory sound when a player wins.

Does music keep playing if a player leaves my game?

No. Music only plays while a player is in your game. When they leave or close the game, all sounds stop. Each player hears the music independently — if you have background music looping, every player in your game hears the same track at the same point.