THE LOOP LAB
HALL PASS · the tail laid over the head · drag to slide the join, listen through the real player
TRACK
pick a track to load it
WHOLE TRACK — drag the handles to set the loop region
START—
END—
LOOP LEN—
TRACK—
THE JOIN — what the player actually hears at the wrap
TAIL · the last moments before it wraps
HEAD · where it jumps back to (drag me, like a clip in Final Cut)
SUM · the two spliced together — this is the waveform that plays
window 1.20s
Dragging the HEAD lane moves loopStart; dragging the TAIL lane moves loopEnd.
Nudge buttons and ←→ move whichever lane you touched last
(shift = 10× finer). Line the transients up in the SUM lane.
THE FIRST HANDOFF — the song handing over to the repeating bed
FIRST PASS ▸ BODY · the gold line is the handoff
The first pass preserves the song, then returns to its authored bed.
FIRST HANDOFF plays across the end of the full first pass; REHEARSE THE WRAP
checks the repeating return. In-game boss interruptions resume the saved
musical position, including any progress through the first pass.
LISTEN
wraps heard: 0
40ms — the shipping engine hard-cuts;
this is an experiment to hear whether a blend would rescue this cut
REHEARSE THE WRAP starts 2s before the end so you hear the join immediately, over and over.
MEASURED — level and sample changes, not a listening verdict
STEP—dB
DIP—dB
SPLICE—%
VERDICT—
Drum transients can have a large sample step even in contiguous audio.
Compare the first handoff with the wrap and listen across the entire blend.
Current encoded checks and source mapping live in the soundtrack catalog.
EDIT NOTES — update scripts/music-arrangements.json, then rebake