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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. I would first compare a longer crossfade with the current short transition. The playback level and the rest of the cue would remain fixed. 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. Which checks would you make before changing the exported audio itself? |