Demo, Installations, Scripting Ref., FAQ : http://www.exceed7.com/introloop/ Change log : http://exceed7.com/introloop/CHANGELOG.html Asset Store Link : http://u3d.as/mxD Contact : Post on this thread or mail to email@example.com or Discord http://discord.gg/KgXRaKU Less than 1 minute explanation of what it is : Get that charm of a polished game. Adds huge value to music. Directs player's feel with an intro. Gives every song a memorable and immersive feeling which can't be put in an OST. Let's recall memorable moment from favorite games you have played. A destined fight with arch rival? Roaming overworld map for the first time? An opening stage that really hooks you that you can't put down the joystick? Wondered why they stuck so well in your memory? The answer is music intro and I am going to make you realize that it is important. I think I am not the only one who noticed this so I made Introloop for the person who cares about his own game soundtrack Many commercial game music has certain charm when you are listening to it in game because they're programmed to have a nice intro that sets the mood of that particular scene, before transitioning seamlessly to a music loop, never having to play the intro again. This is the source of immersive feeling you never get when you listen to the song again in an OST. In Unity if you select "Loop" in an AudioSource, the song will loop to beginning when it reaches the very end. With Introloop, you can specify 2 time point "Intro Boundary" and "Looping Boundary" in your audio. Playing with this plugin, it will now loop back to Intro Boundary when it reaches Looping Boundary, effectively make the section before Intro Boundary an intro section that plays only once and the rest will be looping. Introloop is also natural for the composer. Almost all DAW has a "loop bracket" function. You can start playing before the left edge of the bracket, but once the playhead is inside and finally arrives at the right edge then it loops back to the left edge. Introloop make the composer very comfortable as he see what the game would play like what he can preview on the DAW. Exporting the song is easy as he can export the whole song without any special care like having to export twice to cut them up for the developer. Advantages No need to cut the actual file into 2 parts. Because of that you can use any compression (like OGG) without fear of messing the precision at the head and tail of audio file. Feel free to utilize the Unity's compression quality slider - and any other audio settings built-in. It even works with Streaming load type. It is easy to experiment and adjust the loop point right in Unity. In a splitting clips solution you will have to cut the music over and over again until it is seamless enough. Updating music from your composer is easy, as long as the song structure is the same you can just replace the whole music and use the old boundaries. Automatic audio memory releasing at appropriate time. Perfect for mobile project. This is not the case in Unity as even after the song has stopped it will be still in your RAM. Supports pause, resume, fade in, fade out and even cross fading between introlooping audio. Built in pop/clicks reduction when stopping the music suddenly. An asset-based design allows you to have more metadata per audio, such as a default volume. This is not possible in an imported AudioClip. Supports time operation such as seeking or starting at a different time. Note that in Introloop the time is theoretically infinite. These operations are more complex than same thing you usually see in other audio API. You could specify a constant pitch for each asset file. The loop scheduling is still dead-accurate. Route the entire plugin to your game's AudioMixerGroup for your own higher level control. Casting epic spell and wanted to duck the BGM down? Just route to your mixer and use Unity mixer's ducking feature on it. Modern plugin design. It is in a proper UPM (Unity Package Manager) shape with package.json, with a proper Assembly Definition Files, namespaced properly, internal utilized effectively, asset-based design will not clutter your scene with anything, and it came with no other assortments of audio features. The license purchase came with full source code. It is a common practice used in many commercial games. Intro adds huge value to music, turning into a powerful tool for directing player's feel and blends more into gameplay. It's not just about random battles, any feeling you would like your player to feel, use music intro to direct him/her to that direction right from the start then keep it going with your gameplay. See real examples from commercial games and try out the demo in the website below. http://www.exceed7.com/introloop/ Feel free to ask me any question about Introloop. Criticisms, suggestions are all welcomed as I wanted to know what you guys want. Thank you!