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Source: BlueTwelve Studio / Annapurna Interactive / Stray
Annapurna Interactive, the game company best known for publishing indie titles like Stray and Neon White, no longer has a staff.
According to Bloomberg, Annapurna Interactive’s entire staff quit after failing to convince Megan Ellison to let them spin off Annapurna Studio’s gaming division into a new company.
“All 25 members of the Annapurna Interactive team collectively resigned,” former president Nathan Gary and staffers said to Bloomberg. “This was one of the hardest decisions we have ever had to make, and we did not take this action lightly.”
A spokesperson for Annapurna said existing games and projects will remain under the company.
According to The Hollywood Reporter, Gary along with Annapurna Interactives coheads Deborah Mars and Nathan Vellat would be leaving the company.
The website also reports the company planned to “integrate its in-house gaming operations with the rest of Annapurna’s divisions, which include film, TV and theater.”
Hector Sanchez, the former head of Epic Games’ Unreal Engine games business and a cofounder of Annapurna’s gaming division, revealed last month that he would be president of interactive and new media at Annapurna.
Annapurna is no stranger to success. After releasing award-winning films like Her, American Hustle, and Zero Dark Thirty , the company looked to duplicate that success in gaming.
The company announced in 2020 that it would begin developing its own games, launch an in-house animation division in 2022, and work on a film based on Stray.
Last month, Annapurna partnered with Remedy Entertainment to explore ways to bring popular games Control and Alan Wake to television and theaters.
As expected, the reaction to the news of Annapurna Interactive’s entire staff walking has shocked the video game community.
You can see those reactions below.

2. We had a very similar reaction the news

3. It sure does suck

All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. Karaoke machines have made it possible to belt out your favorite songs with friends from the comfort of your home. Whether […]

When Taylor Swift endorsed Kamala Harris for president on Tuesday (Sept. 10), the singer said she was spurred to action by her fears about artificial intelligence — namely, an incident last month in which Donald Trump posted AI-generated images that falsely claimed the superstar’s support.
Swift’s endorsement, which landed on Instagram just minutes after the conclusion of the Harris-Trump debate, called the Democratic nominee a “steady-handed, gifted leader” who “fights for the rights and causes I believe need a warrior to champion them.” But before those reasons, she pointed first to last month’s deepfake debacle.

Trending on Billboard

“It really conjured up my fears around AI, and the dangers of spreading misinformation,” Swift wrote. “It brought me to the conclusion that I need to be very transparent about my actual plans for this election as a voter. The simplest way to combat misinformation is with the truth.”

Her fears are well-founded, as Swift has been one most prominent victims of AI deepfakes. At the start of 2024, a flood of fake, sexually explicit images of Swift were posted to the social media site X (formerly Twitter). Some were viewed millions of times before they were removed.

At the time, Woodrow Hartzog, a professor at Boston University School of Law who studies privacy and technology law, told Billboard that the Swift deepfakes highlighted a “particularly toxic cocktail” that was bubbling up on social media in 2024: “It’s an existing problem, mixed with these new generative AI tools and a broader backslide in industry commitments to trust and safety.”

Then last month, Trump posted several AI-generated images to social media falsely suggesting Swift had endorsed him. Several showed women in t-shirts with the slogan “Swifties for Trump”; another showed Swift herself, dressed up as Uncle Sam alongside the message, “Taylor wants you to vote for Donald Trump.” Trump himself responded to the false endorsement: “I accept!”

At the time, experts told Billboard that Swift likely had grounds to file a lawsuit over Trump’s phony endorsement by citing her right of publicity — the legal power to control how your name, image and likeness are used by others.

But they also predicted — accurately, it turns out — that the star was better off fighting Trump’s fake endorsement with a legitimate endorsement of her own, broadcast across social media to her millions of die-hard fans: “I think Swift probably has more effective political rather than legal recourse here.”

Whether or not Swift’s endorsement has its intended effect, the next president will have a chance to shape federal policy on AI and deepfakes. Numerous bills aimed at regulating the cutting-edge tech are pending before Congress, including one that would create a federal right of publicity that would allow people like Swift to more easily sue over the unauthorized use of their likeness.

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Source: PlayStation / PS5 Pro
Sony’s worst-kept secret, the PS5 Pro, is officially here, and it’s sparking a social media discussion that the PlayStation 3 missed out on when it was first revealed.
During a very brief technical presentation, PS5 lead architect Mark Cerny proudly helped unveil the mid-gen refresh, which he boasts will give players the high frame rates they have been longing for on a console.
The PS5 Pro features a much larger GPU, improved Ray Tracing, and custom hardware for PlayStation Spectral Super Resolution. The companies take on machine learning.
The technical presentation confirmed the PS5 Pro leaks design-wise. It is a taller version of the latest PS5 Slim model, but it has three stripes on both sides of the console.
Via the PlayStation Blog, Hideaki Nishino, CEO of Sony Interactive Entertainment’s Platform Business Group, broke down the console’s performance specs:

Upgraded GPU: With PS5 Pro, we are upgrading to a GPU that has 67% more Compute Units than the current PS5 console and 28% faster memory. Overall, this enables up to 45% faster rendering for gameplay, making the experience much smoother.
Advanced Ray Tracing: We’ve added even more powerful ray tracing that provides more dynamic reflection and refraction of light. This allows the rays to be cast at double, and at times triple, the speeds of the current PS5 console.
AI-Driven Upscaling: We’re also introducing PlayStation Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail.

The PS5 Pro is also a disc-less console and includes a 2TB SSD, a DualSense wireless controller, and a copy of Astro’s Playroom pre-installed. The vertical stand is sold separately.
Source: PlayStation / PS5 Pro
These Games Will Be Enhanced For PS5 Pro
We also what games will be getting the “PS5 Pro Enhanced” designation, and they will be Alan Wake 2, Assassin’s Creed: Shadows, Demon’s Souls, Dragon’s Dogma 2, Final Fantasy 7 Rebirth, Gran Turismo 7, Hogwarts Legacy, Horizon Forbidden West, Marvel’s Spider-Man 2, Ratchet & Clank: Rift Apart, The Crew Motorfest, The First Descendant, The Last of Us Part 2 Remastered, and more.

How Much Does It Cost?
As expected, the PS5 Pro won’t be cheap; it’s going to cost you a lot of money if you want to play with improved graphics and frame rates.
How much, you ask? The PS5 Pro will cost $699.99 / £699.99 / €799.99 / ¥119,980.
Well damn.
As you can imagine, the reactions to the price have many looking at PlayStation with a “you bugging” face and asking why they priced the console so high.
“The PS5 Pro has lines across the middle of the console which are a nod to the lines Sony executives were doing when they priced the thing,” one post on X, formerly Twitter, reads. 
Another user on X wrote, “YOU GUYS ARE SELLING THE DISC DRIVE SEPARATELY FOR A $700 DOLLAR CONSOLE!?!? WE HAVE TO PAY OVER $800 TO GET THE FULL PS5 PRO EXPERIENCE!?! THERE’S JUST NO WAY THEY THOUGHT THIS WAS OK!!!”
Some folks are defending the console’s price.
“Dudes who spent 1500$ on a graphics card are telling you that a more compelling ps5 with better hardware is not worth 6-700$,” a post on X read. 
Another post defending the console’s steep price reads, “Get yourself a PC if you got it like that. I just spent $423 on a CPU alone to fix a microcoding issue. Yet, $700 gaming console is just too bonkers for you – cmon now lol.”
Still ahead of the console’s November 7, 2024 release, the general consensus is PlayStation is bugging. You can see more reactions in the gallery below.

4. Peep this

5. Howling

All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. Looking for a new pair of headphones or earphones on a budget? To make it easier for you, we’ve put together […]

All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes.
With just a few months until the holiday shopping season heats up, Apple is going full throttle with a slew of new gadgets. The tech giant debuted iPhone 16, Apple Watch Series 10, AirPods 4, AirPods 2 earbuds with hearing-aid capabilities, five new colors of the AirPod Max and more during Monday’s (Sept. 9) Apple Event.

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Apple’s AirPods 4 ($129) feature upgraded acoustic technology, an H2 interactive chip, Personalized Spatial Audio with dynamic head tracking and the ability to answer Siri by “gently” shaking your head. The battery on AirPods 4 lasts up to 30 hours and Apple promises that the new earbuds are comfortable for various ear shapes.

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Amazon

new release

Apple AirPods 4 Wireless Earbuds

“With AirPods 4, customers can enjoy Active Noise Cancellation and the most advanced audio experience ever in an open-ear design,” said John Ternus, Apple’s senior vice president of hardware engineering. “And with a revolutionary update to the world’s bestselling headphones, AirPods Pro will deliver groundbreaking new capabilities — including Hearing Test and Hearing Aid features — to help more than a billion people affected by hearing loss.”

AirPods 4 with ActiveNoise Cancellation ($179) feature Transparency mode and Adaptive Audio which “dynamically blends Transparency mode and ANC based on the conditions of a user’s environment,” according to a news release. Conversation Awareness lowers the volume on your AirPods when you start speaking to someone closeby.

The AirPods 4 case is 10 percent smaller than its predecessor and it has a USB charging cable. Besides the cable, you can charge AirPods 4 with ANC on an Apple Watch charger or Qi-certified charger.

Amazon

Apple AirPods 4 Wireless Earbuds with Active Noise Cancellation

AirPods 4, AirPods 4 ANC and AirPods Max are up for pre-order at Amazon and Apple.com and will be released on Friday, Sept. 20.

Apple’s new hearing health features will be available for AirPods Pro 2 starting this fall.

As more music industry entrepreneurs rush into the nascent AI sector, the number of new companies seems to grow by the day. To help artists, creators and others navigate the space, Billboard has compiled a directory of music-centric AI startups.
Given how quickly the sector is growing, this is not an exhaustive list, but it will continue to be updated. The directory also does not make judgment calls about the quality of the models’ outputs and whether their training process is “ethical.” It is an agnostic directory of what is available. Potential users should research any company they are considering.

Although a number of the following companies fit into more than one business sector, for the sake of brevity, no company is listed more than once.

Trending on Billboard

To learn more about what is considered to be an “ethical” AI model, please read our AI FAQs, where key questions are answered by top experts in the field, or visit Fairly Trained, a nonprofit dedicated to certifying “ethical” AI music models.

General Music Creation

AIVA: A music generator that also provides additional editing tools so that users can edit the generated songs and make them their own.

Beatoven: A text-to-music generator that provides royalty-free music for content creators.

Boomy: This music generator creates instrumentals using a number of controllable parameters such as genre and BPM. It also allows users to publish and monetize their generated works.

Create: A stem and sample arrangement tool created by Splice. This model uses AI to generate new arrangements of different Splice samples, which are intended to spark the songwriting process and help users find new samples.

Gennie: A text-to-music generator created by Soundation that produces 12-second-long samples.

Hydra II: A text-to-music generator created by Rightsify that aims to create royalty-free music for commercial spaces. It is trained on Rightsify’s owned catalog of songs.

Infinite Album: A music generator that provides “fully licensed” and “copyright safe” AI music for gamers.

Jen: A text-to-music generator created by Futureverse that was trained on 40 licensed music catalogs and uses blockchain technology to verify and timestamp its creations.

Lemonaide: A “melodic idea” generator. This model creates musical ideas in MIDI form to help songwriters get started on their next idea.

MusicGen: A text-to-music generator created by Meta.

Music LM: A text-to-music generator created by Google.

Ripple: A music generator created by ByteDance. This product can convert a hummed melody into an instrumental and can expand upon the result.

Song Starter: A music generator created by BandLab that is designed to help young artists start new song ideas.

Soundful: This company has collaborated with Kaskade, Starrah and other artists and producers to create their own AI beat generators, a new play on the “type-beat.”

SoundGen: A text-to-music generator that can also act as a “musical assistant” to help flesh out a creator’s music.

Soundraw: A generator that creates royalty-free beats, some of which have been used by Trippie Redd, Fivio Foreign and French Montana.

Stable Audio: A text-to-music generator created by Stability AI. This model also offers audio-to-audio generation, which enables users to manipulate any uploaded audio sample using text prompts.

Suno: A text-to-music generator. This model can create lyrics, vocals and instrumentals with the click of a button. Suno and another generator, Udio, are currently being sued by the three major music companies for alleged widespread copyright infringement during the training process. Suno and Udio claim the training qualifies as fair use under U.S. copyright law and contend the lawsuits are attempts to stifle independent competition.

Tuney: A music generator. This model is known for soundtracking brand advertisements and offering “adaptive music” to make a generated track better fit any given project.

Udio: A text-to-music generator that can create lyrics, vocals and instrumentals with a keyboard stroke. This model is best known for generating “BBL Drizzy,” a parody song by comic Willonius Hatcher that was then sampled by Metro Boomin and became a viral hit. Udio, like Suno, is defending itself against a copyright infringement lawsuit filed by the three major music companies. Udio and Suno claim their training counts as fair use and accuse the label groups of attempting to stifle independent competition.

Voice Conversion

Covers.AI: A voice filter platform created by Mayk.It. The platform offers the ability to build your own AI voice, as well as try on the voices of characters like SpongeBob, Mario or Ash Ketcham.

Elf.Tech: A Grimes voice filter created by CreateSafe and Grimes. This tool is the first major artist-voice converter, and Grimes debuted it in response to the virality of Ghostwriter977’s “Heart on My Sleeve,” which deepfaked the voices of Drake and The Weeknd.

Hooky: A voice filter platform best known for its official partnership with Lauv, who used Hooky technology to translate his song “Love U Like That” into Korean.

Kits.AI: A voice filter, stem separation and mastering platform. This company can provide DIY voice cloning as well as a suite of other generic types of voices. It is certified by Fairly Trained.

Supertone: A voice filter platform, acquired by HYBE, that allows users to change their voice in real time. It also offers a tool called Clear to remove noise and reverb from vocal stems.

Voice-Swap: A voice filter and stem separation platform. This company offers an exclusive roster of artist voices to choose from, including Imogen Heap, and it hopes to become an “agency” for artists’ voices.

Vocoflex: A voice filter plug-in created by Dreamtonics that offers the ability to change the tone of a singer’s voice in real time.

Stem Separation

Audioshake: A stem separation and lyric transcription tool. This company is best known for its recent participation in Disney’s accelerator program.

LALA.AI: A stem separation and voice conversion tool.

Moises AI: A stem separation, pitch-changer, chord detection and smart metronome tool created by Music AI.

Sounds.Studio: A stem separation tool created by Never Before Heard Sounds.

Stem-Swap: A stem separation tool created by Voice-Swap.

Dynamic Music

Endel: A personalized soundscape generator that enhances activities including sleep and focus. The company also releases collaborations with artists like Grimes, James Blake and 6LACK.

Lifescore: A personalized soundtrack generator that enhances activities like driving, working out and more.

Plus Music.AI: A personalized soundtrack generator for video-game play.

Reactional Music: A personalized soundtrack generator that adapts music with actions taken in video games in real time.

Management

Drop Track: An AI-powered music publicity tool.

Musical AI: An AI-powered rights management tool that enables rights holders to manage their catalog and license their works for generative AI training as desired.

Musiio: An AI music tagging and search tool owned by SoundCloud. This tool creates fingerprints to better track and search songs, and it automates tagging songs by mood, keywords, language, genre and lyrical content.

Triniti: A suite of AI tools for music creation, marketing, management and distribution created by CreateSafe. It is best known for the AI voice application programming interface behind Grimes’ Elf.Tech synthetic voice model.

Other

Hook: An AI music remix app that allows users to create mashups and edits with proper licensing in place.

LANDR: A suite of plug-ins and producer services, many of which are powered by AI, including an AI mastering tool.

Morpho: A timbre transfer tool created by Neutone.

From Ghostwriter’s “fake Drake” song to Metro Boomin‘s “BBL Drizzy,” a lot has happened in a very short time when it comes to the evolution of AI’s use in music. And it’s much more prevalent than the headlines suggest. Every day, songwriters are using AI voices to better target pitch records to artists, producers are trying out AI beats and samples, film/TV licensing experts are using AI stem separation to help them clean up old audio, estates and catalog owners are using AI to better market older songs, and superfans are using AI to create next-level fan fiction and UGC about their favorite artists.
For those just starting out in the brave new world of AI music, and understanding all the buzzwords that come with it, Billboard contacted some of the sector’s leading experts to get answers to top questions.

Trending on Billboard

What are some of the most common ways AI is already being used by songwriters and producers?

TRINITY, music producer: As a producer and songwriter, I use AI and feel inspired by AI tools every day. For example, I love using Splice Create Mode. It allows me to search through the Splice sample catalog while coming up with ideas quickly, and then I export it into my DAW Studio One. It keeps the flow of my sessions going as I create. I heard we’ll soon be able to record vocal ideas into Create Mode, which will be even more intuitive and fun. Also, the Izotope Ozone suite is great. The suite has mastering and mixing assistant AI tools built into its plug-ins. These tools help producers and songwriters mix and master tracks and song ideas.

I’ve also heard other songwriters and producers using AI to get started with song ideas. When you feel blocked, you have AI tools like Jen, Melody Studio and Lemonaide to help you come up with new chord progressions. Also, Akai MPC AI and LALA AI are both great for stem splitting, which allows you to separate [out] any part of the music. For example, if I just want to solo and sample the drums in a record, I can do that now in minutes.

AI is not meant to replace us as producers and songwriters. It’s meant to inspire and push our creativity. It’s all about your perspective and how you use it. The future is now; we should embrace it. Just think about how far we have come from the flip phones to the phones we have now that feel more limitless every day. I believe the foundation and heart of us as producers and songwriters will never get lost. We must master our craft to become the greatest producers and songwriters. AI in music creation is meant to assist and free [up] more mental space while I create. I think of AI as my J.A.R.V.I.S. and I’m Iron Man.

How can a user tell if a generative AI company is considered “ethical” or not?

Michael Pelczynski, chief strategy and impact officer, Voice-Swap: If you’re paying for services from a generative AI company, ask yourself, “Where is my money going?” If you’re an artist, producer or songwriter, this question becomes even more crucial: “Why?” Because as a customer, the impact of your usage directly affects you and your rights as a creator. Not many companies in this space truly lead by example when it comes to ethical practices. Doing so requires effort, time and money. It’s more than just marketing yourself as ethical. To make AI use safer and more accessible for musicians, make sure the platform or company you choose compensates everyone involved, both for the final product and for the training sources.

Two of the most popular [ways to determine whether a company is ethical] are the Fairly Trained certification that highlights companies committed to ethical AI training practices, and the BMAT x Voice-Swap technical certification that sets new standards for the ethical and legal utilization of AI-generated voices.

When a generative AI company says it has “ethically” sourced the data it trained on, what does that usually mean? 

Alex Bestall, founder and CEO, Rightsify and Global Copyright Exchange (GCX): [Ethical datasets] require [an AI company to] license the works and get opt-ins from the rights holders and contributors… Beyond copyright, it is also important for vocalists whose likeness is used in a dataset to have a clear opt-in.

What are some examples of AI that can be useful to music-makers that are not generative?

Jessica Powell, CEO, AudioShake: There are loads of tools powered by AI that are not generative. Loop and sample suggestion are a great way to help producers and artists brainstorm the next steps in a track. Stem separation can open up a recording for synch licensing, immersive mixing or remixing. And metadata tagging can help prepare a song for synch-licensing opportunities, playlisting and other experiences that require an understanding of genre, BPM and other factors.

In the last year, several lawsuits have been filed between artists of various fields and generative AI companies, primarily concerning the training process. What is the controversy about?

Shara Senderoff, co-founder, Futureverse and Raised in Space: The heart of the controversy lies in generative AI companies using copyrighted work to train their models without artists’ permission. Creators argue that this practice infringes on their intellectual property rights, as these AI models can produce content closely resembling their original works. This raises significant legal and ethical questions about creative ownership and the value of human artistry in the digital age. The creator community is incensed [by] seeing AI companies profit from their efforts without proper recognition or compensation.

Are there any tools out there today that can be used to detect generative AI use in music? Why are these tools important to have?

Amadea Choplin, COO, Pex: The more reliable tools available today use automated content recognition (ACR) and music recognition technology (MRT) to identify uses of existing AI-generated music. Pex can recognize new uses of existing AI tracks, detect impersonations of artists via voice identification and help determine when music is likely to be AI-generated. Other companies that can detect AI-generated music include Believe and Deezer; however, we have not tested them ourselves. We are living in the most content-dense period in human history where any person with a smartphone can be a creator in an instant, and AI-powered technology is fueling this growth. Tools that operate at mass scale are critical to correctly identifying creators and ensuring they are properly compensated for their creations.

Romain Simiand, chief product officer, Ircam Amplify: Most AI detection tools provide only one side of the coin. As an example, tools such as aivoicedetector.com are primarily meant to detect deepfakes for speech. IRCAM Amplify focuses primarily on prompt-based tools used widely. Yet, because we know this approach is not bulletproof, we are currently supercharging our product to highlight voice clones and identify per-stem AI-generated content. Another interesting contender is resemble.ai, but while it seems their approach is similar, the methodology described diverges greatly.

Finally, we have pex.com, which focuses on voice identification. I haven’t tested the tool but this approach seems to require the original catalog to be made available, which is a potential problem.

AI recognition tools like the AI Generated Detector released by IRCAM Amplify and the others mentioned above help with the fair use and distribution of AI-generated content.

We think AI can be a creativity booster in the music sector, but it is as important to be able to recognize those tracks that have been generated with AI [automatically] as well as identifying deepfakes — videos and audio that are typically used maliciously or to spread false information.

In the United States, what laws are currently being proposed to protect artists from AI vocal deepfakes?

Morna Willens, chief policy officer, RIAA: Policymakers in the U.S. have been focused on guardrails for artificial intelligence that promote innovation while protecting all of us from unconsented use of our images and voices to create invasive deepfakes and voice clones. Across legislative efforts, First Amendment speech protections are expressly covered and provisions are in place to help remove damaging AI content that would violate these laws.

On the federal level, Reps. María Elvira Salazar (R-FL), Madeleine Dean (D-PA), Nathaniel Moran (R-TX), Joe Morelle (D-NY) and Rob Wittman (R-VA) introduced the No Artificial Intelligence Fake Replicas and Unauthorized Duplications Act to create a national framework that would safeguard Americans from their voice and likeness being used in nonconsensual AI-generated imitations.

Sens. Chris Coons (D-DE), Marsha Blackburn (R-TN), Amy Klobuchar (D-MN) and Thom Tillis (R-NC) released a discussion draft of a bill called Nurture Originals, Foster Art and Keep Entertainment Safe Act with similar aims of protecting individuals from AI deepfakes and voice clones. While not yet formally introduced, we’re hopeful that the final version will provide strong and comprehensive protections against exploitive AI content.

Most recently, Sens. Blackburn, Maria Cantwell (D-WA) and Martin Heinrich (D-NM) introduced the Content Origin Protection and Integrity From Edited and Deepfaked Media Act, offering federal transparency guidelines for authenticating and detecting AI-generated content while also holding violators accountable for harmful deepfakes.

In the states, existing “right of publicity” laws address some of the harms caused by unconsented deepfakes and voice clones, and policymakers are working to strengthen and update these. The landmark Ensuring Likeness Voice and Image Security Act made Tennessee the first state to update its laws to address the threats posed by unconsented AI deepfakes and voice clones. Many states are similarly considering updates to local laws for the AI era.

RIAA has worked on behalf of the artists, rights holders and the creative community to educate policymakers on the impact of AI — both challenges and opportunities. These efforts are a promising start, and we’ll continue to advocate for artists and the entire music ecosystem as technologies develop and new issues emerge.

What legal consequences could a user face for releasing a song that deepfakes another artist’s voice? Could that user be shielded from liability if the song is clearly meant to be parody?

Joseph Fishman, music law professor, Vanderbilt University: The most important area of law that the user would need to worry about is publicity rights, also known as name/image/likeness laws, or NIL. For now, the scope of publicity rights varies state by state, though Congress is working on enacting an additional federal version whose details are still up for grabs. Several states include voice as a protected aspect of the rights holder’s identity. Some companies in the past have gotten in legal trouble for mimicking a celebrity’s voice, but so far those cases have involved commercial advertisements. Whether one could get in similar trouble simply for using vocal mimicry in a new song, outside of the commercial context, is a different and largely untested question. This year, Tennessee became the first state to expand its publicity rights statute to cover that scenario expressly, and other jurisdictions may soon follow. We still don’t know whether that expansion would survive a First Amendment challenge.

If the song is an obvious parody, the user should be on safer ground. There’s pretty widespread agreement that using someone’s likeness for parody or other forms of criticism is protected speech under the First Amendment. Some state publicity rights statutes even include specific parody exemptions.

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Source: Rockstar Games / Grand Theft Auto 6
One of 2025’s most highly-anticipated games is reportedly getting its wig pushed back.
Word on the street that Grand Theft Auto 6 will no longer arrive in 2026. GTABase reporter Liam, who accurately dropped the release date for the game’s first trailer, now claims the game will be delayed.

According to Liam, multiple developers from two studios say Grand Theft Auto 6 will be released in early to mid-2026.
Liam also says the PC Gamers can expect to get their hands on GTA 6 12-18 months after the game’s console release.
Of course, take all of this with a grain of salt.

Insider Gaming’s Tom Henderson is throwing a splash of cold water on Liam’s claims, writing in a post on X, formerly Twitter:
I have no idea, but after looking at what went down, it seems pretty straightforward that there isn’t a delay *at the moment*. No one will comment because it can change in a heartbeat, and no one wants an egg on their face and give credit to someone who could have lied, been misled, or passed off an educated guess as a leak, as it could have bigger implications down the road.
Henderson also added that he has “no idea” what is going on with the game’s development in a follow-up reply to his initial post on X.
Liam also deleted his post on X announcing the delay, which could also be a sign that he was wrong with his reporting or that he got a message from Rockstar Games to cease his comments; who knows?
In Other Grand Theft Auto 6 News
There have been so many different reports about this game, such as it being linked to the release of the upcoming PS5 Pro console.
Recently, Martyn Ware of the group Heaven 17 told Rockstar Games to “go f**k yourself” after getting an “extremely low offer,” reportedly $7,500, to use the song “Temptation” in the game.
Welp, all we can do is just wait for Rockstar Games to make any announcements regarding GTA 6.

The gaming platform Roblox announced on Friday (Sept. 6) that it will roll out music charts early in 2025, bringing songs a new level of potential visibility for its nearly 80 million daily active users.
At the Roblox Developer Conference, the company also said it was entering a new partnership with DistroKid, allowing the distributor’s acts to make their music available in the Roblox ecosystem, which consists of millions of games. This marks the platform’s first partnership with a major rightsholder in the music business. However, the independent artists who avail themselves of this opportunity won’t make any money from Roblox when their songs are used, underscoring the thorny relationship between the music and gaming industries. 

Artists and labels are dying for better ways to reach gamers — a hefty chunk of the world’s population, many of them young, who often get just as enthusiastic about music as they do about the games they love. But artists and labels also want to be paid for their work. 

Trending on Billboard

Across the aisle, games would love to benefit from artists’ credibility and add pizzazz to their soundtracks. But they often have little patience for the music industry’s licensing system, which they view as old-fashioned and overly complicated, and its interest in steep up-front fees. And games’ success usually does not depend on music industry involvement.

The chasm between these views has limited the opportunities for artists in gaming — especially those who aren’t already stars — outside of a few titles. 

But the music industry would still like to bridge the gap, and Roblox’s virtual universe is a particularly tempting target. That’s because it has a tantalizing number of users whose avatars are wandering around, hanging out with friends, or flocking to games like Adopt Me!, where they raise virtual pets. Labels would love to reach these crowds. 

Roblox chief product officer Manuel Bronstein says the platform wants to help. To drive more music discovery, it will add a sort of audio player that can show users what track is playing in the Roblox experience they are enjoying. 

As a result, “users are going to be able to see the name of the song, the artist [behind it], and even like the song,” Bronstein says. That information will then flow into the platform’s music charts, which will rank tracks according to engagement. In an ideal world, charts function like a two-way mirror — they reflect listening habits but also facilitate discovery for curious listeners. (Roblox will also set up a separate ranking that tallies the popularity of music experiences on the platform to help players seeking out what are known as “rhythm games,” where activity is usually linked with playing an instrument or dancing.) 

The music industry’s approach to Roblox has evolved gradually in the last few years. Initially, stars like Lil Nas X made headlines with one-off concerts. However, these are expensive and time-consuming to put together, and the payoff is short-lived. They have largely gone out of vogue. 

Artists and labels have also built their own Roblox experiences. But it’s tough to stand out in the land of a million-plus games, and a big name does not ensure a big audience. 

On Aug. 29, for example, the electronic producer Zedd announced that he was taking over Universal Music Group’s Roblox experience, Beat Galaxy. Visits jumped up from around 4,000 on the 28th to around 10,000 a day later, according to the site RoMonitor, which tracks Roblox activity. Not bad, except that that amounts to a drop in the platform’s ocean-sized audience. Piggy, where players try to escape a homicidal swine wielding a baseball bat, attracted more than 2.7 million visits the same day. And RoMonitor’s data indicates that there are over 30 Roblox experiences earning more daily visitors than Piggy. 

“There are so many games on the platform,” says Mat Ombler, who works as a music and gaming consultant while also editing MusicEXP, a newsletter about the intersection of the two worlds. “There is absolutely no guarantee that launching an activation will get artists in front of those 80 million players.” 

Some artists have had success “activating in already thriving experiences,” according to Jessie Wylde, senior director of artist and business development at Artist Partner Group (APG). “And short-form Roblox UGC edits across socials” — clips of Roblox activity posted on TikTok and elsewhere — “continue to be a key driver for consumption across APGs roster.” (In the future, Wylde would love to see “more native means for players to save songs and/or follow artists on streaming services while remaining in Roblox.”)

For Ombler, Charli XCX’s recent collaboration with the wildly popular game Dress to Impress represents a new high-water mark for artists in Roblox. In his newsletter, he noted that “daily visits for Dress to Impress jumped from 22.49 million on Aug. 16 to 34.09 million on [the collaboration’s Aug. 17] launch, an increase of 41%.” Concurrent users also jumped from a peak of 290,000 to a peak of 641,000.

But Charli XCX, a well-known artist with major hits, doesn’t need Roblox to break through. The Holy Knives are interested in the platform’s partnership with DistroKid because it could afford smaller acts like them a chance to find new listeners. “Majors probably don’t need more exposure,” says Kody Valentine, a member of the duo along with his brother Kyle. “As independent artists, that’s the number one thing we need. If that can come through Roblox, that is amazing.”

The band opted to make their music available on Roblox so that game developers can put it into experiences. (DistroKid artists must opt in to be part of the program.) The hope is that they will gain enough fans to offset the fact that they won’t be directly compensated for any use of their songs. 

Bronstein points out that if artists like The Holy Knives are discovered on Roblox, “they also have means to monetize outside of the platform” — if players go stream the band elsewhere, for example. (It’s also easy for artists to start selling virtual merch on Roblox, which has been lucrative for some stars; Ombler believes more artists should try this.) But Roblox is “starting as a promotional vehicle to begin with,” Bronstein notes. 

Artists only have one career, so they will often trade royalty income for exposure. DistroKid earns money when artists sign up to distribute their music and doesn’t share in the royalties they make, so it doesn’t have a dog in the fight. For the major labels, on the other hand, giving away music for free is a tough pill to swallow, especially recently. 

UMG CEO Lucian Grainge made this clear during a speech in 2022. Initially, “[we] were given a lot of reasons why our artists shouldn’t get paid” by MTV and YouTube, Grainge recalled. “People said, ‘It’s great promotion,’ or ‘you can use it as a platform for discovering new artists.’ Technology platforms were built on the backs of the artists’ hard work.”

When asked about the potential for future monetization opportunities, Bronstein says, “We want to get there. Once you get the momentum, you have the opportunity to think about creative ways in which artists can monetize.” (Karibi Dagogo-Jack, who previously served as Roblox’s head of music partnerships, is no longer with the company.) But the music industry’s fear is that the opposite thing happens: Platforms get momentum and then use that leverage to argue they should pay even less for music.

Alex Tarrand, COO/co-founder of STYNGR, has tried to come up with a way for rightsholders to get their music played on Roblox but also get paid for it. STYNGR has licenses with all the major labels and publishers; game developers can then use that music without paying up-front. 

In the Roblox universe, this music comes out of a boombox — old-school radio in a newfangled virtual world. Users either shell out for listening time, or developers can put an ad-funded version of the product into their experiences. The revenue from user payments and advertisements is then shared between major labels, publishers, game developers and STYNGR. “Session lengths go up for the people who are actively engaging with the music player,” according to Tarrand. “And we see session frequency go up.”

Despite some of the ongoing friction between the music industry and Roblox, the search for common ground continues. This week, Tarrand flew to the Roblox Developer Conference to meet with more developers. “Music is a big topic of conversation at this RDC,” he says. “That’s promising.”