Quick Game Audio Looping Tutorial: How to get music or other audio to seamlessly loop?
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- เผยแพร่เมื่อ 9 ก.พ. 2025
- How do people in video games make their audio sound seamless when they loop?
Sometimes they will use middleware tools, such as WWise or FMOD. But what if you need the file to loop back on itself automatically?
In this quick tutorial, composer/sound designer Adam Fligsten breaks down the basic concept for how we get simple audio to sound seamless when it loops.
For more game audio information, you can check out: www.silen.audio
Super instructive. That start and switch is so basic and useful... I feel like i just learned the 1+1=2 of music. Now time to switch some game musics to my choice.
Thanks for explaining that so clearly and concisely. Great video!
Great tip, thanks a LOT !
Had trouble with Random Noise records i wanted to implement as texture on loops, this really helped me 🎉
Greetings from Berlin, Germany ✌️
Thank you! I did all of these in Logic but bouncing in place THEN exporting that audio did the trick (with no audio tail included)
super helpful, thanks
Nice, you have good idea about sound such as loop... 🔊
Great video! Thanks for sharing
Great tutorial, I'm struggling with ambience, I seem to get a high to low volume on the start of the loop. I'm fine with any loud sounds to start the loop, but lower stuff is quite difficult.
Thanks for the tutorial.👍
What if my music doesn’t have a pre roll? My music just starts on 1 and doesn’t have a count in, and after doing these steps it doesn’t sound exactly right.
Helped a lot; thanks.
Thanks!!!
Excellent
Thanks for the video! Is it ideal to use this method for creating tracks for royalty-free game music packs? I.e tail at the beginning? Or can the engines make the original version of a track play, then every time afterwards play the loopable version?
I just want to say I would love an answer to this as well! I've been searching for an answer to this for months now. The tail at the beginning does not seem conducive for wanting to deliver music packs. The song begins with a strange amount of sound at the beginning, especially for quieter pieces of music as already mentioned. Would love to know how Toby Fox looped his song "Waterfall" for his game Undertale. (^ ^) Maybe he faded into it as Adam said at the end of video? Perhaps you would have to add that information wherever you sell your game packs. And sell both versions (tail at the beginning and no tail at the beginning since both versions will not have a tail at the end anyway), just like you mentioned. Inexperienced game devs may be confused by all of this though. Not sure.
I had a look on Unity's forums (it was either Unity or Unreal), and I think the likes of fmod & Wwise can set up these commands, as they're made for adaptive audio. I think it's possible to have "track version 1" play once then "track version 2" play on a loop for example.
@@7stringer666 thank you for your reply! Yes I can also confirm that these functions are possible in middleware like Wwise or Fmod. In Wwise, particularly, one can use “switch containers” to pretty much make the music as adaptive as the game itself. I guess i was hoping for a solution that is better suited to a more limited software like Unity for an easier “general delivery” of audio packs to less experienced developers:( an independent developer would need to know how to program using middleware and I’m not sure if smaller teams are as familiar. :/ also at that point they would probably just hire a composer anyway if they are using an audio middleware
@@chaz.o I think when it comes to packs it would be good practice to include a doc detailing how the tracks are best used, links to fmod/wwise tutorials, any helpful info etc. Packs I still think are a good option, they're generally budget-friendly and the music is ready to integrate from the get-go, it's a good way for composers to get their name out too.
@@7stringer666 yes i agree! For now i kind of do your advice , i include important information on my selling page/include a document. I only include the “loopable” file (with the reverb tail into the beginning) and explain to fade in the first playback like the TH-cam video described. I also include the standard playback file which, to me, isn’t very useful but i do anyway. I dont expect developers to use audio middleware without a composer on board since they are built for music professionals, not game devs. Thats what i was taught anyway..If they have a composer I would think they would hire one who knows middleware and wouldn’t buy an audio pack anyway? The audio packs are still something I’m going to explore. Its just so much easier to work with the developer themselves tho with all the explanation of musical stuff lol and also, I absolutely love and prefer composing for Wwise its so intuitive…but I’m trying to get insight from other professionals like yourself. Thanks for taking the time out to reply to me!
Thanks for the video, its helping me out. How tiny of a fade is that? Like in seconds? I tried 0.6 and a 0.2 second fade but both are still too significant it seems.
I tried 0.02 seconds, applied to the pre roll, post roll, and main body, but still have popping
If you have popping, the fade probably needs to be bigger. I feel like I do 0.03 sometimes? But every song needs care to get it right
Thanks for the vid! V helpful.
Bro could i ask for you to loop Wir fliegen - Xenoblade Chronicles X for me? i need some constant loop but with focus on the last part of the music looping it till it never ends could it be possible? can you do this?
THANKS!
Can you make that loop file into an .OGG, and then upload it to any game? Will that game recognize that as a loop file?
Hello Thanks thats’s helpful !!!😊
thanks
in the beginning you said fmod does this automatically. How?
thank you
But what software is this??
It's called Reaper
@@adamfligsten how about doing this in meta sound
Can I do this in audacity?
I don't see why not
@@adamfligsten Awesome. Hopefully it's not too difficult.
I have another question, do you by any chance know how to make .opus files loop indefinitely?
There's a game I'm playing that uses .opus BGM files. I tried to replace one of them, and while the new BGM file played fine in-game, it wouldn't loop like the other BGMs, it just plays once.
Looks a little complicated www.reddit.com/r/Falcom/comments/k1zjeg/guide_how_to_loop_opus_bgm_files_for_cold_steel/?
@@adamfligsten Yeah that's the game I'm playing (Trails of Cold Steel IV). I found that reddit post when I was looking for a solution, but as you said, it looked complicated.
I was hoping there was an easier way to do it, or perhaps a video tutorial that I can follow, but alas.
Well, I appreciate your help regardless!
😅😅
This is way harder than I thought, not worth it.