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![]() Link: https://old.reddit.com/r/godot/comments/1vnxdra/godot_can_import_wav_loop_points_dont_restart/ This is an automated archive made by the Lemmit Bot.The original was posted on /r/godot by /u/composingkeys on 2026-08-14 04:36:06+00:00. One easy mistake is treating music looping like a frame-timing problem: check For WAV files, Godot already has native sample-based loop points:
You can also set the values at runtime:
OGG Vorbis and MP3 work differently in Godot: they have a loop offset in seconds and loop from that point to the end of the file. WAV is the useful choice when you need both a distinct loop start and loop end. There is still a second problem that perfect loop points do not solve: the reverb tail. If the last chord is still ringing after the loop end, a one-voice wrap discards that decay as the fresh beginning starts. The timing can be sample-accurate and the seam can still sound like a hole. The practical fixes are:
This is where a dedicated workflow saves time compared with doing it manually in a waveform editor: exact sample markers, bar snapping, immediate seam auditioning, and separate one-voice or two-voice deliveries all stay tied to the same loop definition. Full disclosure: this came out of building Loopsmith, my looping-audio tool. It can read or set exact markers, audition the hard cut against a tail overlap, and export a marked WAV or a Godot two-voice recipe. None of the technique above requires it. Godot's relevant documentation is here: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html Happy to test edge cases or compare WAV versus OGG delivery setups. |
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