Fix a Game Audio Loop Click by Checking the Seam
Compare one-shot and repeated playback, inspect both channels around the loop seam, and verify the final loop in your engine.


A machine hum sounds clean as a one-shot. After a few repeats, a small pop marks each return to the start. Save a copy of the original file and audition it once, then loop the same region at a fixed playback level. If the pop follows the wrap, investigate the seam before replacing the sound.
Check the samples that actually meet
In Web Audio, the loopStart documentation describes the position playback returns to at the loop boundary. Check the bounds your player actually uses after decoding. If the export and engine use different units, compare the loop marker units first.
Zoom in on the last sample played and the first sample after the wrap. As a one-channel illustration, a transition from +0.40 to −0.40 is a step of −0.80. A transition from +0.02 to +0.01 has a step of −0.01. These values show the size of a sample step. Listen to decide whether the revised seam meets the asset’s needs.
Try a nearby crossing without losing the beat
In a test copy, look for nearby points where the waveform passes through zero. Audacity’s manual notes that the two channels of a stereo track can cross zero at different positions. Check both channels together, and listen for a change in cadence, tone or level over several repeats.
Keep the original attack and write down how far each boundary moved. If the loop length must stay fixed, compare any crossfade experiment on a separate copy with the same timing requirements. A smooth-looking boundary alone cannot tell you whether the repeated effect sounds continuous.
Approve the loop in the receiving player
Save the candidate sound from the game SFX generator and use the project’s audio editor and engine to inspect the seam. Compare one-shot playback, repeated playback and a volume adjustment as separate tests. If the click occurs during level changes, switch to the gain-jump investigation. Record the sample rate, actual bounds and repeat count alongside the listening result.
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