Yes, I think you're right. Normally the way I do loops is a bit more advanced than that (which I've never had a problem with before), but this should work fine - thanks!Before we blame the engine, are you 100% sure your actual audio file starts AND ends at zero-crossing? If not, you WILL have a "pop" with 100% certainty.
You could also manually use mini-fades (a couple milliseconds is more than enough) at the start and end of it if you're not comfortable messing in DAWs.
Ah, actually it'd be of no use. I just realized that after exporting it from my DAW, re-importing it gave the pop, as well. It had to do with the EQ I had on the track. I disabled that and it seemed to work just fine when re-importing.Would you care to post the audio file anyway so we can try it?
Right - it's already set to stereo, but it sounds mono.Double click on the sound asset in the resource tree, you can choose the settings there. The game doesn't automatically extract the metadata, you have to set it manually.
Perfect! Clearing the asset cache fixed it - thank you!Does the audio file actually contain two non-identical channels? Any amount of times the same channel will sound mono either way.
If so, you may want to try clearing the asset cache (Ctrl+F7) after changing the audio resource settings.