A Game Loop
Loop points, layers and state changes break more often than the music itself.
Tool profile
- Kind
- guide
- Vendor
- 本站
- Form
- 案例
- Platforms
- 通用
- Price
- 不适用
- Jobs
- 游戏音频 · 循环制作 · 交互分层
- Verified
- 2026-10-30
Related
What the brief looks like
A thirty-to-ninety-second combat or exploration cue has to loop seamlessly and split into layers for state changes. The designer sets tempo, bar length and entry timing. The game runs on many machines, and the engine dictates file format, sample rate and loop points. The same asset is called hundreds of times, so any seam will be heard.
Tool combination
Generate the body with Suno or Udio, and use Udio when a loud and a quiet version of one idea are needed. Layer and edit in Ableton Live, Logic Pro or REAPER, with Serum and Vital for electronic parts. Demucs can split a reference, iZotope RX cleans seam noise, Ozone controls loudness. Implementation runs through Wwise or FMOD for loops and state changes.
Steps
Confirm tempo, loop length and layer count, and carry tempo and bar count in the file name. Generate layer by layer: kick and bass, pad, melody, percussion. Trim each to whole bars and place the loop point on a zero crossing. Listen through twenty times and remove clicks and stray tails. Export layers and a full mix with loop start and loop end marked. Import into Wwise or FMOD and build state transitions with fades.
Acceptance criteria
The loop is a whole number of bars at the agreed tempo. Twenty consecutive passes produce no click and no audible break at the seam. Layers stay phase-aligned and each works alone; four layers is the practical ceiling before state control gets unwieldy. State changes fade over 0.5 to 2 seconds. Loudness differs by no more than 2 LU between states. Format and sample rate match engine requirements, exported at 48 kHz and 24 bit. The licence covers worldwide release and later updates.
Common rework causes
A tail is hard-cut and the loop point clicks. Tempo drifts and the tenth pass is off the beat. Layers are not aligned and the drums jump on a switch. Reverb tails stack up at the seam. Export files carry silence before the downbeat and the loop stumbles. A sample-rate mismatch shifts pitch on import. The licence covers a trailer only and the game itself cannot use it.
Listen in the library
All tracks from midicn-lib — inline badge is the license tier (C1 commercial / C2 non-commercial / C3 study only).
Sources
- 游戏音频的状态划分与循环做法,依引擎文档与制作通识核对,未抄原文
- 循环点与采样率的技术要求,依中间件公开文档核对
Used for fact-checking only; all prose is original.