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このコンテンツはサードパーティのプロバイダーによってホストされており、ターゲティングクッキーを使用することに同意しない限り動画の視聴が許可されません。これらのプロバイダーの動画の視聴を希望する場合は、ターゲティングクッキーのクッキーの設定をオンにしてください。
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Easily play looping music with intro section
詳細

Getting started, Demo, How-to, API | Unity Forum | Discord


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.​


Make a difference with your background music


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?


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.


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.


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.


See more reasons to harness the power of intro and try out the demo in the website below.


https://www.exceed7.com/introloop/

Introloop

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このアセットは Unity アセットストアの払い戻しポリシーの対象です。詳細については、EULA のセクション 2.9.3 を参照してください。
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ファイルサイズ
33.8 MB
最新バージョン
6.0.0
最新リリース日
2022年1月3日
オリジナルの Unity バージョン
2019.4.34
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