Loop Points

Loop points tell the game where a music track should restart. The track plays from the beginning, and when it reaches Loop End it jumps back to Loop Start and continues from there — indefinitely.

Editing a Loop

  1. Open the Audio Editor.
  2. Choose Mod mode, or Classic Reskin mode.
  3. Select a music file. In Mod mode, from the Music tab; in Classic Reskin mode, from the Loop Points tab.
  4. Enable Loop.
  5. Set Loop Start (red flag) — the point the music jumps to.
  6. Set Loop End (blue flag) — the point the music jumps from.
  7. Use playback and Test Loop to check the seam.

Enabling looping saves a small JSON file beside the music file containing loopStartTimeInSeconds and loopEndTimeInSeconds, written to millisecond precision.

Loop End Trims the Track

Loop End defaults to the full length of the music, and anything after it is never played in game. It is also trimmed when the mod is exported.

That makes Loop End do double duty: it is both the loop boundary and an implicit end-of-track marker. If your source file has a fade-out or a tail you do not want, setting Loop End before it removes that audio from the exported mod, which keeps the download smaller. Conversely, if you set Loop End early by accident, you silently lose the rest of the track on export.

Placing the Markers

Both flags are dragged on the waveform timeline. See The Audio Editor Workspace for the full timeline controls; the essentials:

  • Wheel zooms 15% per notch, anchored at the pointer, up to about 1000×.
  • Right-drag or middle-drag scrolls along the track.
  • Click on empty timeline seeks playback there.
  • Markers grab within about 15 pixels, and when they overlap the priority is Loop End, then Loop Start, then the playhead.

If you cannot grab the marker you want, zoom in until the markers separate. This is the usual frustration when setting a short loop.

Seconds vs Samples

The unit selector switches how loop times are displayed and entered.

Seconds are easier to read and to adjust roughly. Samples are exact — use them when a loop must land precisely on a beat or a zero crossing, especially for WAV files, where playback can use sample-accurate loop values.

A practical approach: find the loop roughly in seconds, then switch to samples to nudge it onto the exact point.

Test Loop

Test Loop plays from just before Loop End and jumps back to Loop Start, so you hear only the seam rather than waiting through the whole track.

Listen for three things, which fail independently:

  • Rhythm — does the beat stay in time across the jump?
  • Ambience — do sustained pads or room tone change level abruptly?
  • Tails — does a decaying note get cut off mid-decay?

A loop that passes the rhythm check can still be obvious because of a tail. If a seam is stubborn, moving Loop End slightly later so it lands after a note has decayed is usually easier than moving Loop Start.

Related pages: The Audio Editor Workspace, Custom Music, Replace Classic Music, Scene Settings.