Digital & Gaming

In-game crowd beds.
Win-state stingers.
Social-first edits.

For game studios, fan-tech and esports broadcasters. Crowd audio engineered to loop, layer and trigger on game state. NetEase already builds with it.

Built for use, not for listening

Engineered for the engine.
Tagged for the editor.

Loops and stems on request. We deliver mastered loops in MP3, WAV and AIFF. Stems available where we have them.

Game-ready clearance. Master rights for in-game playback, including modular crowd systems and dynamic mixing.

Short-form ready. Single-track quick-clear for social posts, vertical edits, in-app sound design.

In-game bicycle kick, striker mid-air against a stadium crowd It's in the game
How it's been used

Three patterns we see often.

01 — Engine audio

In-game crowd systems.

Per-team beds for football titles. National-team layers for tournament modes. Goal stingers and managerial anthems triggered by game state.

02 — Esports broadcast

Stinger and sting beds.

Live-show packaging for esports broadcasts that want the partisan feel of a real terrace. Pre-cleared, broadcast-safe, repeatable.

03 — Social tools

Creator-facing audio.

Stock sound libraries for apps that want their creators to use real chant audio without copyright-strike risk.

Powering the game
“…the level of cooperation has been commendable, and we appreciate your positive attitude and willingness to work with us. We would like to take this opportunity to express our gratitude for the trust you have shown us and for the successful collaboration that we have established.”
Jing Lan Gaming partnerships
NetEase Games Mobile · Esports
Selected partners

EA Sports, Amazon, FIFA
and others.

Studios and platforms that licensed FanChants audio when their internal sound team and legal team both blessed it.

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Single track for a digital spot. Or 60 tracks for a multi-territory campaign. Same form, same team, same-day reply.