Hear the Loop

Every game engine can repeat a piece of music. The hard part is the moment it wraps: if your music has any reverb or decay, a plain loop cuts the ring-out dead at the seam. This page lets you hear that, and hear the fix, right in your browser.

Press play, then flip between Hard cut and Tail overlap while it loops. The moment to listen for is the wrap, when the music comes back around.

Press play, then flip between Hard cut and Tail overlap while it loops. Play at the seam drops you right before the wrap; clicking anywhere in the waveform jumps there, and Space plays and stops.

Your file opens locally in your browser. Nothing is uploaded anywhere. Files exported by Loopsmith (WAV, OGG, Opus, FLAC) place the loop markers automatically; for anything else, drag the green and red markers yourself. Example track © Austin Haynes, for demonstration.

What you are hearing

Hard cut is what a bare loop setting does in most engines: one voice jumps from the loop end back to the loop start, and whatever was still ringing is cut off. Tail overlap is the fix: a second voice lets the tail ring across the restart while the loop begins again. The music itself never changes; only the way it is played back does.

Try your own music

Drop any audio file onto the player. If it was exported by Loopsmith (WAV, OGG, Opus, or FLAC with loop points), the markers place themselves; for anything else, drag the green and red markers. Your file opens locally in your browser and is never uploaded anywhere. One thing the file needs for the difference to be audible: some sound after the loop end, a reverb ring-out, so the tail has something to carry.

Doing this in your game

This playback technique is exactly what Loopsmith sets up for you. It finds the loop point, lets you audition this same seam before you commit, and writes the files plus ready-to-paste code for Unity, Godot, and the web, or builds the setup inside FMOD Studio and Wwise. The demo is free and is the full app with five exports: get it on itch.io. And for the background on what each engine does with loop points, start with How Game Engines Handle Loop Points in Audio Files.