Looping music in video game audio is always a difficult conversation, and while possible, requires some additional methodology and compositional forethought. I will provide two different methods which can be employed, depending on tools and / or resources available to you:
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If you have a developer implementing sound or an audio software package such as Wwise or FMOD, than you can use Events to trigger the different sections. For example:
- Write your intro, which would lead directly into your loop - and then:
- Add a crossfade layer which takes the reverb tail of your loop and fades it out as the loop repeats (which pretty-well maintains the reverb and other effects)
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If you do not have a developer or audio software package, and are sending assets 'over the fence', consider using a fade-in and / or fade-out at the beginning or end of each loop.
- However, this obviously does not work if you want to have a continuous musical experience. What may work instead of using fade-outs is to emulate the Super Mario theme - using an anacrusis to signal the beginning of the musical experience, and ending with something than can lead directly into it.
- The anacrusis approach takes a little more compositional know-how and technique to really make work, so the best way to do it without a programmer or audio package is to use crossfades at the beginning and end of each loop, and hopefully find a way to fade-in the audio when you first start the game or a level.
I hope this helps! Please feel free to add a comment if you would like more information or would like to clarify anything.