Making a track loop

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8 comments, last by yjbrown 9 years, 5 months ago

Hello guys! I have a bit of a problem at hand. I'm writing some tracks for a project and they won't loop seamlessly. They loop fine inside my DAW but not when exported as .WAVs. I assume it's the reverb and other tails that mess it up, I found this guide. http://blog.imphenzia.com/2011/08/12/create-seamless-loops-for-game-music/

I followed it, however, it still doesn't loop well. It sounds like the sound cuts out right before it loops. And the reverb smashed on in the beginning just sounds too much. Perhaps it's too reverb overall? Does anyone here have some advice or a tutorial or anything?

Thanks!

Xennah

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The first step would be to make sure that the tails match the heads. Play it dry with no reverb and if it's seamless, that means the reverb is your problem. Assuming the reverb is the problem I would automate the wet/dry mix as you approach the end of the track as well as the decay, that way the trailing reverb won't smash into the start of the loop.

Also make sure you're bouncing/exporting with no added time. Some software will add a little bit of digital noise to the head/tail of the track to create a buffer.

Here's my trick: repeat the track multiple times (either from your audio software or just copy/paste with some fading transitions). Then cut a middle section. This should produce a seamless loop.

Thank you for the responses.

The track loops good now. I cut out the middle section and it loops much better. However, now the problem lies somewhere else. There's a loud pop that can be heard when you first start the track. You don't notice it when you loop it. Even without reverb you still hear it. Only way I could remedy this would be if I first played the original track without the cutout middle section, and then when it loops I would start the other piece. But doing it that way just sounds unpractical. I'm sure there's a better way do it. I've already tried fading in and out the beginning and the end and it doesn't help. I am not quite sure what I am doing wrong.

Sounds like your starting point is slightly off. I would zoom way in on the opening wave form and see if you've chopped it by a 1/4 frame or something.

Just use the original track for a couple or so measures, then switch to your "middle section" track and loop just that one (with the two measures added at the end). Seemless transition, seemless loop; sounds practical to me. :P

Cracks and pops are usually caused by sudden 'jumps' in the soundwave, so make sure your begin and endpoints have the same output level. To do this, zoom in until you see the actual curve and cut it where it crosses the baseline. Ideally, the wave should continue in the same direction as where it left off. Finding the optimal looping point at this zoom level might take some practice and perseverance.

I believe I've solved it. I first use a small part in the beginning as intro, only playing it once, since I want a clean beginning. Then I play the looping part which consists of the 'intro' and the rest. It's like Nyaanyaa said. This does feel clumsy though, having to send two files for every level to my client. This can't be how everyone is doing right? I use alot of pads, arps and other instruments with burnt in reverb. That could be the fault as well.

Pops and clicks are usually related to looping points not being set to zero crossings. See if your DAW has a loop tuner and if it doesn't, buy one. They're usually very cheap.

Then you want to make your starting and ending points match, preferably over the X axis. And like the others have mentioned - a change in pitch, texture or amount of reverb on only one side of the loop can make it feel lopsided instead of even.

Thanks!

Nate

Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX

Ever try Inversion? Equal and opposing waveforms nullify.

  1. Add the first bar or two again to the end of the track.
  2. Then bounce down.
  3. We want that natural decay from the whole mix over the beginning to play with.
  4. Invert one file and save.
  5. Merge both files together which will nullify the dry part but will also sum the reverb since we inverted it.
  6. Compensate for summing by dropping the volume -6dB
  7. Ensure both files are synched and play at the same time when starting the music.
  8. This will take out the natural reverb tail the first time and trick the ear into hearing the music play without reverb tail from the start of the song.
  9. No decay tail Smooth loop the second time onwards.
  10. Audiph34r.png Magic!
Game Audio Professional
www.GroovyAudio.com

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