- Music composition
- Samples and sound effects
- Audio-to-audio
- Inpainting and continuation
1. Music composition
Start with the basics of what you want to hear:- Genre: What style of music are you making?
- Instruments: What is playing, and how should it sound?
- Mood and energy: What feeling should the track create?
- BPM: What tempo does the track need?
Stable Audio 3.0 is designed primarily for instrumental work. It can sometimes create non-lexical vocal-like textures, but it is not intended to generate intelligible vocals.
Try style references
It’s helpful to reference an era, location, recording style, or musical context to describe what you’re after. For example:Experiment with generating full mixes vs. instruments
The models allow for generating different track types, including full mixes and stems. If you need an individual part, like a bass line, guitar texture, or percussion layer, you can try prompting for a stem instead.Use tags to specify what kind of track you want
Start withTrackType: Instrument, then say what instrument you want and how it should be played, recorded, or processed.
TrackType: Instrument is an optional tag. Tags are simple labels that help tell the model what kind of result you want. For example:
TrackType: Musicsignals a full musical track.TrackType: Instrumentsignals an isolated instrument or stem.TrackType: SFXsignals a sound effect or one-shot.Format: Duosignals that you want two instruments together.Genre: Funkadds a direct genre label.
Music example: The last track in the DJ set
Music example: A 70s TV-theme hip-hop groove
Stem example: Sombre finger-picked acoustic guitar
Stem example: Dynamic Latin percussion duo
Stem example: Vintage-studio electric guitar lead
2. Samples and sound effects
For sound effects and samples, describe the sound as precisely as possible. Focus on:- The source: What object, instrument, or synth is making the sound?
- The action: How is the sound being triggered, and how long does it last? (e.g., slamming shut with fast decay, or a massive suck-back followed by a supersonic crack)
- The production/characteristics: Where is the mic placed, and what’s the room character? How is the sound processed? (e.g., recorded in a dead room, captured with a vintage ribbon mic, or processed with a dark wooden reverb)
TrackType: SFX is another optional tag. It tells Stable Audio that you want a sound effect rather than music. This can help when you are making hits, risers, foley, or transitions.
Example: Distorted wooden-drawer slam
Example: Tape-stop sub-bass effect
Example: Fast-decay hi-hats
3. Audio-to-audio: Generate variations of existing audio
Audio-to-audio lets you start with an existing piece of audio. You upload or select a source file, then write a prompt that explains what you want Stable Audio to turn it into. You can give three inputs for audio-to-audio:Use noise level to tell the model how much to change
Useinit_noise_level to control how much the original audio is modified. Lower values usually preserve more of the source. Higher values create a more substantial variation.
“Noise level” in this context does not refer to volume or decibels. In a diffusion model, noise is the random signal used during generation.
Timbre transfer
Change the instrument while generally preserving the notes. Prompt examples: Input:violin_solo.wav | Prompt: TrackType: Instrument, electric guitar | Noise level: 0.82
Violin solo
Electric guitar
Input: beatbox.wav | Prompt: Lofi hip hop beat, chillhop | Noise level: 0.5
Beatbox
Lofi hip hop beat
Style transfer
Shift the overall style of a track to create variations. Prompt example: Input:trance.wav | Noise level: 0.6
Prompt: (none)
Trance
Generated trance
4. Inpainting and continuation
Inpainting and continuation let you keep the parts of a track that are working while generating new audio where you need it.Inpainting: Re-create a specific section
Use inpainting when part of a track needs a new take. Select a section of audio, write a prompt, and Stable Audio regenerates that section while preserving the rest. Try using it to:- Replace an awkward transition.
- Rework a section that is too busy.
- Change a passage without losing the rest of the arrangement.
- Introduce a different instrument or energy level later in a track.
Example: Bring a guitar solo into a classical piece
Symphony No. 3 in E Flat Major “Eroica”, Op. 55 - III. Scherzo: Allegro vivace, Czech National Symphony Orchestra
An electric guitar solo live-recorded in a vintage studio with an orchestra
This keeps the first 30 seconds as context, then regenerates the remaining 77 seconds in a direction that introduces the guitar solo.
If it’s too far from the input audio, the prompt does not work. Also, if the section to replace is too small compared to the rest of the audio, it will likely ignore the prompt.
Continuation: Extend the length
Use continuation when you want to make a piece longer. Start at the end of the existing audio, choose how long you want the continuation to run, and generate the next section. Your prompt should fit the audio around it. If you are extending a progressive house track, a prompt for a build and drop is more likely to create a smooth result than a completely unrelated sound.Example: Extend a bird-call recording
Birdsong
Birdsong (no prompt)
This tells Stable Audio to continue the existing audio from its endpoint until the file reaches 100 seconds total.
Birdsong continuation
5. Try using the plugin and web app
The new Stable Audio plugin and updated web app are now in beta, giving you two ways to bring Stable Audio 3.0 into an active production workflow.In the Stable Audio plugin
Use the Stable Audio plugin when you want to generate directly inside your favorite DAW. Prompt for material with a clear role in your arrangement: a bass part, percussion layer, guitar texture, transition, sound-design element, or alternate section. Then treat what you generate like any other audio in the session:- Arrange and edit it against the rest of the track.
- Process it with your effects chain.
- Layer it with recorded instruments or samples.
- Chop it into new phrases or textures.
- Print the take and keep building.