I know the end result I’m after but need to know where I should,be setting the start & end points for a smooth loop? the guys writing for the old SNES console were masters at this !
Yeah. It’s basically an art and craft, and takes time to get right.
Back then, limited RAM made people creative. Some of the samples from those days are still among the loops I’ve heard.
If you’re doing forward loops, enable “snap to zerocrossing” in the sample editor. Makes things much easier.
But if you do ping-pong looping (which totally makes sense sometimes), you’d want to aim for “mirrored” waveforms and not the zero crossing.
Ideal spot for forward loop (0-crossing)
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Ideal spot for ping-pong loop (mirrored)
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Another tip: enable the spectrum view on the master scope to see a large summary of frequencies. This will often reveal when a loop is not optimal, as the frequencies will “roll” back and forth. Also, a bad loop can introduce additional frequencies, which you can easily pick up in this view.
Similarly, it’s possible to deduce quite a bit about the waveform from looking at it in the sample editor. Zooming in and out will reveal/hide samples at various intervals, and sometimes this helps to show “hidden” movements in the sound - which is key to finding those sweet spots for a loop.
When it’s not possible to find a good spot, cross-fading is the technique to use. It’s kind of a last resort, because it involves mixing the waveform onto itself. With complex sounds this is not really noticeable, but simple waveforms (saw, square etc.) can result in drastic changes to the sound due to phase cancellation. I know there was a rather cool tool floating around here on the forum a while back which tried to improve on the built-in x-fade in the Renoise sample editor, couldn’t find it?
Cross-fading can also be done manually in the pattern editor, by mixing together samples and rendering them to a new sample. This takes time, but you can control the process very accurately.