When programming a game music loop in FMOD, the audio should sound seamless as it loops back to the beginning of the track. This can be achieved by layering the audio tail from the end of the loop into the beginning of the loop. Without layering the audio tail into the loop, we hear music starting over and the game user might get distracted (or possibly annoyed and turn off the music) when playing the game.

To bounce a loop with the tail in Logic Pro, highlight the measures that will be looped in Cycle Mode and hit the “Bounce” icon in the arrange window. Once the bounce settings open, select “Realtime” and check “Bounce 2nd Cycle Pass” before hitting “Bounce.” Now the track can be programed into FMOD and the music will loop smoothly, assuming that the beginning and end of the loop sound similar musically.

But what if there are instruments at the end of the loop that shouldn’t be heard at the very beginning? Imagine writing a game music loop that ends with a cymbal swell or crash. It doesn’t make any sense to hear the tail of the cymbals the very first time the loop plays. To avoid hearing the audio tail the first time, bounce a version with and without the audio tail. Once those two versions are created, set up a link in FMOD where the track without the tail links to the track with the tail and only loop the track with the tail. Now the game music loop has a clean beginning and smooth transitions.

Credit: Thanks to game composer Chris Rickwood who shared this tip in LogicProHelp.com. If you’re not using Logic Pro to make loops, check out this page on “How to Create BGM (Background Game Music) Loops with Audacity.”

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