I have been doing a ton of research on this topic, and while there is a lot of information online there are some situations that I have seen whichcovered. It's also important to mention that my questions (in greater part) are referring to the indie level game industry. I know that things work differently with AAA developers. Most of what I have read about game music revolves around the work for hire model, but I have seen certain examples that make this confusing to me. Perhaps I am misunderstanding something fundamental about music copyright. I just do not want to make the wrong decision as I begin talking to anyone who is interested in hiring me. I've learned that game music does not function on a royalty basis the movies do, which I knew for the most part. On the work for hire basis, my assumption is that you lose all access to host the songs (essentially as if they were just now someone elses songs) on things like youtube, etc. I am also wondering how this works for things like a sound track? Do royalties not apply to people purchasing the track outside of the game? I see composers for very popular indie titles sometimes hosting the songs on their own youtube channel / bandcamp / etc. Is this standard for indie titles or something specifically worked out in a contract? The online info on game music licensing does not really cover the area of soundtracks. Knowing that there are a ton of different examples I guess I am just concerned with knowing what the best route to take is.