Seiyu (Japanese: 声優) music is the body of pop songs recorded and performed by Japanese voice actors and actresses. It includes character songs sung “in character,” as well as artist-branded singles and albums released under their real names. Because seiyu often voice roles in anime and games, their music is tightly connected to anime opening/ending themes and franchise “character song” releases.
Stylistically it sits inside mainstream J‑pop: bright melodies, hook-forward choruses, polished electronic or band arrangements, and high-clarity vocals. A defining aesthetic is expressive delivery—switching timbre, diction, and emotional color to reflect character traits—alongside idol-culture presentation (fan calls, group choreography, meet & greet events). Releases frequently appear in both short “TV size” (≈90 seconds) and full versions, mirroring anime broadcast formats.
The scene operates within Japan’s media‑mix industry: voice work, radio shows, stage events, live tours, and merchandising reinforce each other, making seiyu music a core engine of contemporary anime pop culture.
Early anime and tokusatsu productions already featured voice performers who sang character songs, but it was the late 1970s to 1980s that crystallized the idea of the “voice actor as pop idol.” The broader foundations were kayōkyoku and the emerging idol kayō scene, which supplied the melodic language and industry playbook (fan clubs, photobooks, events). As anime production expanded, labels began issuing character single records tied to shows.
In the 1990s, dedicated anime music labels and radio programs amplified seiyu visibility. CD singles tied to popular series became dependable sellers; magazines and fan events nurtured parasocial bonds. Voice actors increasingly headlined concerts, and chart performance proved that seiyu could compete in the mainstream J‑pop market, not only in niche character releases.
The 2000s saw professionalization: training schools emphasized both acting and singing; talent agencies and labels (e.g., King Records/Starchild, Lantis) built pipelines from roles to records to live tours. Cross-media franchises (anime–game–manga–stage) normalized the seiyu-as-singer model. Full-scale solo careers (albums, national tours) became common, while character units from shows recorded as pop groups.
Large idol‑anime franchises and rhythm games integrated voice acting, music, and live performance (complete with motion graphics and synchronized fan calls). Social media and streaming carried seiyu music abroad, while overseas anime conventions turned into crucial tour stops. Production values grew increasingly polished—dance-pop, rock, and EDM hybrids—yet character song culture (singing in role) remained a signature. Today, seiyu music is a main artery of the anisong economy and a gateway for international fans into Japanese pop.