Common questions about Loopsmith, a Windows app for game music loops. If yours isn’t here, email loopsmith@austinhaynesmusic.com and I’ll answer it, and probably add it to this page.
Do I need FMOD or Wwise to use Loopsmith?
No. Loopsmith works on the audio files themselves, so its loops play correctly in plain engine audio with no middleware at all.
If you do use FMOD Studio or Wwise, Loopsmith saves you the setup rather than replacing them. Keep your FMOD or Wwise project open, then click Send to FMOD or Send to Wwise in Loopsmith, and it builds everything directly in that running project. In FMOD that means the event, its loop region, the transition timeline that rings the reverb tail over every restart, and an End parameter your game can trigger for a real ending. In Wwise it’s the Interactive Music setup: entry and exit cues at your exact loop samples, the tail ringing past the exit, an intro segment, and a state-driven composed ending. Load a stem set and both scale up to one track per layer, sample locked, ending together.
You still decide where the loop goes. What you skip is rebuilding that decision as objects in the tool: dragging the loop region to the exact samples, wiring the tail so it keeps ringing while the loop restarts (in FMOD that’s a transition timeline with the tail on its own async track), creating the End parameter and its conditions, then doing it all again for each stem. None of it is hard. It’s just work you redo whenever a revision changes the length or moves the loop point, which on a scored project is often.
Does it work with Unreal without middleware?
Yes. The Unreal kit exports your audio plus a generated editor Python script. Run it once in Unreal and a complete MetaSound music system appears in your project: the seamless two-voice loop, your intro, a mix control per stem, a game-controlled musical ending, and a stinger input. The only setup is enabling Unreal’s own Python Editor Script Plugin, once, and there’s nothing to register.
Which engines does it support?
Unity, Godot, Unreal, FMOD Studio, Wwise, the web, RPG Maker MV and MZ, and GameMaker. Each one gets the best approach it can actually run, and that honestly isn’t the same everywhere. The manual has a page per engine, and the loop points guide explains why they differ.
Do I need to know how to code?
No. For Unity, Godot and the web, Loopsmith writes the playback code for you: paste one file into your project, then call one line when you want the music to change. For FMOD and Wwise, one click builds the setup in your open project. For Unreal, you run one generated script. Telling the music to end or fire a stinger from your game is still a single call, and the exact line is handed to you.
What is in the free demo?
The full application, with the first five file-producing exports free. Nothing is time limited, hidden, or watermarked. It runs entirely offline with no account and no signup, so you can try it on your own music before deciding anything.
Is there a Mac version?
Not yet. Loopsmith is Windows 10 and 11, 64-bit. It installs per-user and doesn’t need admin rights.
Can I use the exports in a commercial game?
Yes. Exports are royalty free and yours to ship in any commercial project. Nothing to attribute, no splash screen logo, no per-project registration.
Does Loopsmith change how my music sounds?
Only where you ask it to. The loop is rendered from your audio at the points you set, and loudness normalization stays off unless you turn it on. Loopsmith can’t invent a reverb tail either. That comes from your render, letting the last notes ring past the loop end, which is exactly what makes the seamless overlap possible.
What if my loop still clicks?
Nearly always the import settings. In Unity, set Compression Format to PCM or Load Type to Decompress On Load, because the default Vorbis import re-encodes the audio and moves your loop points. In Godot, set Loop Mode to Detect From WAV. Loopsmith’s own seam check tells you before export whether the seam itself is clean, so if it sounds right there and wrong in the engine, suspect the importer first.
Does it need an internet connection?
No. There’s no account, no online activation, and no telemetry. The audio engine is built in, so nothing gets downloaded at run time.
Loopsmith is built by Austin Haynes, a composer for games (Cognition: An Erica Reed Thriller, The Silver Lining). Hear his music at austinhaynesmusic.com.