Greetings all! If you missed last week’s stream and have been a fan of Alex’s music so far, you should definitely check it out as it’s another in-depth music composition stream. We’re still waiting on that possum name, so you’ll have to be patient a little longer! During the stream, Alex mentioned he’d write up a little more in-depth about how to do clean looping in a song, so here it is:
Okay! When I normally render out looping music, I use Logic Pro’s realtime bounce and select “Bounce 2nd Cycle Pass”. This usually works really well for me but sometimes, it does not. In that case, this is how I usually make perfectly looping music. When you bounce the audio for the song, make sure it loops three times in a row. Take the audio file and make sure whatever program you’re in is working in the same tempo. Then chop the audio files so you have the three loops separate. Make crossfades between loop 1 and 2, and loop 2 and 3.
These can be two or four beats long, and should usually be an equal gain crossfade. Make sure the crossfades cross the edits in between loops equally, and that both crossfades start and end at identical points in the song.
Then select loop 2 (the one one in the middle) and bounce it out! You should have a loop that has no clicks or pops.
Tomorrow’s stream is going to be about art and color, as we’ll be showing a process for color correcting all the game elements in such a way that the most important entities on screen read first. It’s a late-project sort of process that should be interesting to the artistically curious among you.
In general, things have been flying along as art and music and sound start wrapping up. I am neck-deep in bug fixing and making sure all incoming assets get hooked up properly, and it’s been a very busy time. We’re now putting in things like cleaned up tutorial speaker icons:
Or cleaning up the “break” animations on the various trees in all the areas.
And adding extra decorative elements to the areas that aren’t interactable but provide some background visuals to spice things up.
Since things are very busy on the bug-fixing end, I’m getting some much-appreciated extra help from fellow Insomniac designer, Liz England, who will be assisting with balancing the game. Perhaps in the future we’ll do a stream all about designer balance spreadsheets!