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A small game prototype needs a repeating ambient cue for a quiet indoor scene. The seam becomes distracting when I listen through several consecutive cycles. I need to distinguish a poor loop boundary from a sound already present in the export. My initial test would change only the crossfade length at the boundary. Each version would use the same level and the same unaltered middle section. There is no dramatic change in the room at the repeat point, so the music should not imply one. I would listen to several cycles in context, then inspect the boundary separately, keeping notes about exactly when the interruption becomes apparent. A page about remove suno artifacts came up during my search for another possible check. Without a comparison, I cannot tell whether processing would affect the boundary usefully. The priority is an unobtrusive repeat that preserves the mood of the room. How would you test the boundary before deciding whether source processing is worthwhile? |