Sonilo and Shutterstock are betting that licensed training data could define the future of AI music.
Updated
May 13, 2026 3:39 PM

A human operating a digital turntable. PHOTO: UNSPLASH
As copyright disputes continue to grow around AI-generated music, Sonilo, the world’s first professionally licensed video-to-music AI platform, has partnered with Shutterstock to train its models on licensed music catalogs.
The agreement gives Sonilo access to Shutterstock’s music library for AI model training. According to the companies, it is Shutterstock’s first partnership with a video-to-music AI platform and the timing is significant. AI music companies are facing growing pressure over how their systems are trained. Artists and record labels have increasingly challenged the use of copyrighted music in AI datasets, especially when licensing agreements or compensation structures are unclear.
That tension has created a divide across the industry. Some companies have continued building models around scraped or disputed data. Others are trying to position licensing as part of the product itself.
Sonilo falls into the second group. The company says its models are trained only on licensed material where artists and rights holders have agreed to participate and receive compensation. The Shutterstock partnership strengthens that position while giving Sonilo access to a larger pool of commercially cleared music.
The collaboration also points to a broader change happening inside generative AI. As AI tools move into commercial production, companies are being pushed to show not just what their models can generate, but also where their training data comes from.
Sonilo’s platform is built around video rather than text prompts. The system analyses footage directly, studies pacing and emotional tone, then generates an original soundtrack to match the content. The company says this removes the need for manual music searches, syncing or editing workflows. The generated tracks are cleared for commercial use across social media, branded content and broadcast production.
Shawn Song, CEO of Sonilo, said: "Music has always been the last unsolved layer of video creation, and video has always carried its own soundtrack. We built Sonilo to hear it and compose from it, without a single text prompt. But how we build matters as much as what we build. While others have chosen to take artists' work without permission and charge creators for the privilege, we've chosen a different path—one where artists are compensated from day one. Partnering with Shutterstock reflects that standard. Every model we train meets a bar the music industry can stand behind, because the most innovative AI platforms don't have to come at the expense of the artists who make all of these possible."
For Shutterstock, the deal expands the company’s growing role in generative AI infrastructure. The company has increasingly focused on licensing content for AI systems across images, video and music.
Jessica April, Vice President of Data Licensing & AI Services at Shutterstock, said: "AI innovation depends on access to high-quality, rights-cleared content and trusted licensing partnerships. Sonilo's approach reflects the growing demand for responsibly sourced training data and commercially safe AI workflows. We're pleased to support companies building generative AI products with licensed content and scalable data solutions that help accelerate innovation while respecting creators and rights holders."
The partnership also comes as Sonilo expands into creator and developer ecosystems. Earlier this month, the company launched as a native node inside ComfyUI, an open-source AI workflow platform used by millions of creators. Sonilo also offers API access for integration into creator tools, video platforms, game engines and other AI systems.
As AI-generated music becomes more common across advertising, creator platforms and digital media, the industry’s focus is shifting beyond generation alone. Questions around licensing, ownership and compensation are increasingly shaping how AI music companies position themselves and build trust with creators.
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Robots enter the World Cup, shifting how large-scale events are run and experienced
Updated
April 20, 2026 1:40 PM

Hyundai Motor Company Dealership, Alabama, US. PHOTO: ADOBE STOCK
As the FIFA World Cup 2026 approaches, attention is beginning to shift beyond the matches themselves to how an event of this scale is organised and run. Managing teams, coordinating venues and handling large crowds requires a system that works with precision. This time, robotics is set to become part of that system.
Hyundai Motor Company, a long-time FIFA partner, is expanding its role for the 2026 tournament. Alongside its traditional responsibility of providing vehicles for teams, officials and media, the company will introduce robotics in collaboration with Boston Dynamics. Robots including Atlas and Spot are expected to be deployed at selected venues.
According to the announcement, these systems will be used to support tournament operations while contributing to safety and efficiency. They will also play a role in shaping how fans experience the event, indicating a broader use of technology within the tournament environment. While specific use cases have not been detailed, the inclusion of robotics reflects a growing effort to integrate advanced systems into large-scale public events.
The direction was introduced through the company’s global campaign, “Next Starts Now,” unveiled at the 2026 New York International Auto Show. The campaign is positioned around its wider focus on innovation across mobility and robotics, aligning with its long-standing partnership with FIFA, which now spans more than two decades. As part of the 2026 tournament, the company will also deploy its largest mobility fleet to date, working alongside these newer systems across venues.
Beyond operations, the initiative extends into community engagement. Youth football camps are set to take place across four host cities in the United States—Atlanta, Miami, New Jersey and Los Angeles—targeting children between the ages of six and twelve. A global drawing programme will also invite young fans to submit artwork supporting their national teams, with selected designs to be featured on official team buses during the tournament.
Taken together, the introduction of robotics alongside existing infrastructure points to a gradual shift in how major events are supported. Rather than operating only behind the scenes, technology is becoming more visible within the event itself. How these systems perform in a live, large-scale setting will become clearer once the tournament begins.