We game composers have two ways of looping, and I want to know what terms you think describes them best.
With some planned ☱ AMAPP features, I want to be able to talk about them in a way that makes the most sense. So please share your own suggestions in the comment section if you don’t feel any of my options!
☝️ In the first style you create an audio loop that simply restarts exactly at the point where the file ends (Like in the first image above). This has the benefit of being easy to handle and implement, but requires you to find a solution to how you exit the loop without the natural reverb tails that are baked into the file.
✌️ In the second style you will create a loop that also contains a pre- and post-roll to the region in the loop of the audio file (Like in the second image). This has the benefit of forcing you to think about how the sound should start and finish outside its loop, but adds an extra layer of complexity to implementation and requires gameplay to allow the loop to finish before the tail ends to actually reap its benefits.
After I’ve seen what the most fitting terms are I plan to make a video that goes into detail of how these to looping styles are made and what kind of challenges they present when working with them!
I had a similar poll over on the https://airwiggles.com/ forum and thought I’d attach the replies from it here as well for you to see:
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