Lloyd DunamisPriconne! Grand Masters, Main Battle BGM - Theme 1 for Rounds 1-4, 6-9 Playing the sections by the same order it plays in-game (prepare phase, battle phase then back), Extended to at least 30 minutes, or 3 whole set loops of all the BGM's sections in this case.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game, and arrangement upon own judgment, for seamless loops. The BGMs are at low volume, so I have its volume increased by 9dB while making sure nothing clips. BGM fragments are looped twice before moving on to the next fragment.
I love Cygames's audio engineers for these; They've made each BGM fragment to play only on certain beats, hence the very seamless transitions that can be heard in-game! This BGM Loop has been inspired & aimed to mimick its method of crossfade transition, even if not in-game timing accurate due to the countdowns. If I mimick the normal, no-issues-encountered timing in the game, then this loop would sound awkward in your 4/4 beat timings...so I decided not to.
This has been one of the most ambitious loops I've worked on so far, and most enjoyable! The whole BGM 1 consists of 12 sections/fragments joined together: - Intro: 1.875s, raw track #8 - Prologue: 15s, #9 - Transition: towards the calmer version (prepare phase, 1.875s, track #7) and towards the upbeat one (battle phase, 3.750s, two alternating variants #2,4) - Prepare phase: 3 progressive variants, 37.505s, #10-12 - Battle phase: 4 progressive variants 52.505s, #1,3,5,6 - Unused: #13,14, possibly for BGM-ending...which doesn't happen even in-game as far as I can tell.
Keypoints: 00:00 Prologue 00:16 Prepare 1 01:13 Battle 1 02:45 Prepare 2 03:43 Battle 2 05:15 Prepare 3 06:13 Battle 3 07:45 Prepare 4 (same BGM as 3) 08:43 Battle 4 10:16 Loop Set 2 20:31 Loop Set 3 Transitions: Each Prepare & Battle transition ends by a 0.469 (or 1 beat) fade-out once the next BGM fragment cuts in.
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In-game Filename: bgm_GM014 #1-12 Visual: (a portion of) game OP recording + Homepage logo & background BPM: 128 Offline Use (1 set loop, 10m28s): bit.ly/BGMLoop_PriconneGM (Main Battle Theme 1.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one yet. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
[Priconne! Grand Masters] Main Battle BGM 1 Medley (Seamless 30m, Arranged)Lloyd Dunamis2022-04-08 | Priconne! Grand Masters, Main Battle BGM - Theme 1 for Rounds 1-4, 6-9 Playing the sections by the same order it plays in-game (prepare phase, battle phase then back), Extended to at least 30 minutes, or 3 whole set loops of all the BGM's sections in this case.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game, and arrangement upon own judgment, for seamless loops. The BGMs are at low volume, so I have its volume increased by 9dB while making sure nothing clips. BGM fragments are looped twice before moving on to the next fragment.
I love Cygames's audio engineers for these; They've made each BGM fragment to play only on certain beats, hence the very seamless transitions that can be heard in-game! This BGM Loop has been inspired & aimed to mimick its method of crossfade transition, even if not in-game timing accurate due to the countdowns. If I mimick the normal, no-issues-encountered timing in the game, then this loop would sound awkward in your 4/4 beat timings...so I decided not to.
This has been one of the most ambitious loops I've worked on so far, and most enjoyable! The whole BGM 1 consists of 12 sections/fragments joined together: - Intro: 1.875s, raw track #8 - Prologue: 15s, #9 - Transition: towards the calmer version (prepare phase, 1.875s, track #7) and towards the upbeat one (battle phase, 3.750s, two alternating variants #2,4) - Prepare phase: 3 progressive variants, 37.505s, #10-12 - Battle phase: 4 progressive variants 52.505s, #1,3,5,6 - Unused: #13,14, possibly for BGM-ending...which doesn't happen even in-game as far as I can tell.
Keypoints: 00:00 Prologue 00:16 Prepare 1 01:13 Battle 1 02:45 Prepare 2 03:43 Battle 2 05:15 Prepare 3 06:13 Battle 3 07:45 Prepare 4 (same BGM as 3) 08:43 Battle 4 10:16 Loop Set 2 20:31 Loop Set 3 Transitions: Each Prepare & Battle transition ends by a 0.469 (or 1 beat) fade-out once the next BGM fragment cuts in.
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In-game Filename: bgm_GM014 #1-12 Visual: (a portion of) game OP recording + Homepage logo & background BPM: 128 Offline Use (1 set loop, 10m28s): bit.ly/BGMLoop_PriconneGM (Main Battle Theme 1.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one yet. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Audio sourced from in-game to preserve as much sound quality as possible. Looping based from own judgment for a seamless loop; the game loops the whole track with the fades & all.
Common RO BGM note: We are very used to its BGM being looped as a whole by now, and RO doesn't have different BGMs in one place to play like Tree of Savior, so it's likely that listening to a looped version might sound awkward at first.
Keypoints: 00:00 Initial 02:24 Loop 2 07:07 Loop 4 11:49 Loop 6 21:14 Loop 10 28:18 Loop 13 Looping pt.: Cut-in next loop from 2:24.991 to 0:03.755.
Audio sourced from the YouTubes. Looping based on own judgment for a seamless loop.
Keypoints: 00:00 Prologue 02:14 Loop 2 06:14 Loop 4 08:14 Loop 5, Sequence Loop 2 16:29 Loop 9, Sequence Loop 3 24:44 Loop 13, Sequence Loop 4 31:59 Loop 16 Transition: Overlap the next loop's 0:14.736 on 2:14.736, with custom crossfade for as subtle as I can make it mix w/o volume jump issues & audio clipping. -imgur.com/MwvdxuN 4th Variation: At the end of every 4th loop, it plays the beginning again. -imgur.com/5QlZ4lr
Audio sourced from in-game to preserve sound quality. Looping based on own judgment for a seamless loop. As a side effect, the epilogue plays only on the last loop. The game loops the whole track with the silence gaps/epilogue. The track itself loops another time at 1:57 on its whole track, so the music sounds like it's looping twice. Volume is left untouched, so it's a mystery why this track plays so quietly when other story themes play at normal volumes.
Keypoints: 00:00 Start 03:57 Loop 2 07:50 Loop 3 11:43 Loop 4 19:30 Loop 6 27:16 Loop 8 Transition: Cut-in back to 0:04.454 from 3:57.631.
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In-game Filename: BGM1 BPM: 81, 88 Offline Use (2 loops, 8m08s): bit.ly/BGMLoop_Animistic (Story Theme.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! (This does not have one) If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, some itch.io games, or any other charity of your choosing.
Audio sourced from in-game to preserve sound quality. Looping based on in-game with own slight adjustment for a seamless loop. The game loops the whole track well w/o obvious silence gaps.
In-game Filename: WorldBoss01_01 BPM: 126 Offline Use (3 loops, -m--s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, some itch.io games, or any other charity of your choosing.
Audio sourced from in-game to preserve as much sound quality. Looping based on own judgment for a seamless loop. Volume is reduced by 0.5dB to avoid audio clipping. I'm making use of its ambient epilogue fade-out to make the 3rd loop a little different on its end. How do you think it sounds?
Keypoints: 00:00 Start 01:58 Loop 2 03:56 Loop 3 05:56 Loop 4 09:52 Loop 6 15:48 Loop 9 21:45 Loop 12 27:41 Loop 15 Transition: Overlap next loop's beginning on 1:58.153. 3rd Loop Variance: On the 3rd loop's end on 1m58.153s, allow the epilogue to play by itself for 4 beats, before overlapping back to the beginning.
Audio sourced from the OST to preserve sound quality. Looping based on in-game BGM for a seamless loop.
Keypoints: 00:00 Prologue 00:15 Initial 01:56 Loop 2 05:11 Loop 4 11:41 Loop 8 18:11 Loop 12 24:41 Loop 16 29:33 Loop 19 Transition: Cut-in next loop's 0:03.862 on 2:00.225. Rhythmical loop is actually on 1:52, but technical loop is the one stated above.
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In-game Filename: GF_MAP4_BGM OST Track No./Name: 13. SENTRY B BPM: 128 Offline Use (3 loops, 5m18s): bit.ly/BGMLoop_GFL_General (13 SENTRY.B.mp3)
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! For GFL though, I believe it was a limited time sale? If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed or any other charity you wish supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game for a seamless loop. Flavor text for the BGM is available with the game.
Keypoints: 00:00 Start 03:24 Loop 2 06:34 Loop 3 09:43 Loop 4 16:02 Loop 6 22:21 Loop 8 28:40 Loop 10 Transition: Cut-in to 0:15.474 from 3:24.947. Melodic loop is at 3:10.
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Track Name: 06. 移ろう風と揺るがぬ心 EN Self-translation (unofficial): Shifting Winds and Unwavering Heart BPM: 190 Offline Use (2 loops, 6m31s): bit.ly/BGMLoop_DanPura (Utsurou Kaze to Yuruganu Kokoro.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any. In DanPura's case, author said they won't be releasing an OST for it (personally asked), so the closest you can for a contribution is to buy the game!
Audio sourced from in-game to preserve sound quality. Looping based on own judgment, looping the strangely faded-out track, for a seamless loop. I am aware, this was not remixed/rearranged by G.K. Apparently this hasn't been looped yet, even w/o GFL context.
Keypoints: 00:00 Intro 02:19 Loop 2 06:47 Loop 4 11:15 Loop 6 20:11 Loop 10 29:06 Loop 14 Transition: Cut-in back to 0:05.582 from 2:19.535.
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In-game Filename: m_va_reminiscence BPM: 86 Offline Use (2 loops, 4m52s): Pondering if it's alright to.
Audio sourced from the .wma download available in Erutan's video to preserve sound quality. Looping based on own judgment for a seamless loop, as it doesn't loop in-game anyway. To attain looping, a portion of a middle part of the track where the chorus sound similar is borrowed for 4 beats before looping back to the beginning. (exact timings in Keypoints section) As a side effect, this track does not include the epilogue in the loops. However, I still incorporated it at the last loop. I would've made it an hour's length, but I wished for everyone to still hear the epilogue more often than not, as it still feels as a vital part of the song.
Subtitle & timing personally added (for that long length + epilogue), along with personally-translated Japanese version.
Keypoints: 00:00 Start 03:54 Loop 2 07:44 Loop 3 11:33 Loop 4 19:12 Loop 6 26:52 Loop 8 30:35 Epilogue Transition: Cut-in to the 4-beat portion of 1:16.830 to 1:22.726 from 3:48.803, as a bridge to finally cutting-in to 0:05.140. ...That sounded like a simple transition, but finding it and trying if it works is something else; as is the common challenge for non-looped songs in-general anyway.
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BPM: Initially 132, then 135 Offline Use (2 loops, 8m10s): bit.ly/BGMLoop_DN (Song of the Goddess - The Eternal Path.mp3)
Audio sourced from in-game to preserve sound quality. Looping based on in-game with own slight adjustment for a seamless loop. The game loops the whole track well w/o obvious silence gaps.
Keypoints: 00:00 Start 00:52 Loop 2 02:37 Loop 4 06:08 Loop 8 13:09 Loop 16 20:09 Loop 24 25:25 Loop 30 29:48 Loop 35 Transition: Overlap 0.0001s to dissolve the possible pop between the loop and to sync to 146 bpm.
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In-game Filename: BGM_Maze_Main_Forrest03 BPM: 146 Offline Use (3 loops, 3m42s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, some itch.io games, or any other charity of your choosing.
Audio sourced from in-game to preserve sound quality. Looping based on in-game with own slight adjustment for a seamless loop. The game loops the whole track well w/o obvious silence gaps.
Keypoints: 00:00 Start 01:21 Loop 2 04:03 Loop 4 09:29 Loop 8 14:54 Loop 12 23:01 Loop 18 29:48 Loop 25 Transition: Overlap 0.0001s to dissolve the possible pop between the loop and to sync to 62 bpm.
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In-game Filename: BGM_Maze_Main_Forrest03 BPM: 62 Offline Use (3 loops, 4m15s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, some itch.io games, or any other charity of your choosing.
Audio sourced from in-game to preserve sound quality. Looping based on in-game with own slight adjustment for a seamless loop. The game loops the whole track well w/o obvious silence gaps.
Keypoints: 00:00 Start 01:05 Loop 2 03:17 Loop 4 07:40 Loop 8 12:03 Loop 12 16:26 Loop 16 23:00 Loop 22 29:35 Loop 28 Transition: Custom crossfade 0.0001s to the next loop's beginning to dissolve the possible pop between the loop and to sync to 146 bpm.
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In-game Filename: BGM_Maze_Main_Forrest02 BPM: 146 Offline Use (3 loops, 3m27s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, some itch.io games, or any other charity of your choosing.
Audio sourced from in-game to preserve sound quality. Looping based on in-game with own slight adjustment for a seamless loop. The game loops the whole track well w/o obvious silence gaps.
Keypoints: 00:00 Start 01:32 Loop 2 04:36 Loop 4 10:46 Loop 8 16:55 Loop 12 23:04 Loop 16 29:13 Loop 20 Transition: Cut-in back to the next loop's beginning from 1:32.301, a slightly earlier loop than the in-game one.
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In-game Filename: BGM_Maze_Main_Forrest02 BPM: 130, 5/4 beats Offline Use (3 loops, 4m48s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, some itch.io games, or any other charity of your choosing.
Audio sourced from in-game to preserve sound quality. Looping based on in-game for a seamless loop. I am aware, this was not remixed/rearranged by G.K. Apparently this hasn't been looped yet, even w/o GFL context.
Keypoints: 00:00 Intro 03:12 Loop 2 08:32 Loop 4 13:52 Loop 6 19:12 Loop 8 27:12 Loop 11 Transition: Cut-in back to 0:32.006 from 3:12.006. Set loop transition after every 6th loop: Loop back to start.
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In-game Filename: m_va_showtime BPM: 120 Offline Use (- loops, -m--s): Pondering if it's alright to.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game, and arrangement upon own judgment, for seamless loops. The BGMs are at low volume, so I have its volume increased by 9dB while making sure nothing clips.
Keypoints: 00:00 Prologue 01:53 Loop 2 04:41 Loop 4 08:54 Loop 7 10:01 Set Loop 2, Loop 8 20:02 Set Loop 3, Loop 15 28:56 Loop 21 Transition: Cut-in to next loop's 0:28.787 from 1:53.018. 7th loop variant: Custom cross-fade starting from last loop's 1m35.753 to the beginning of track.
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In-game Filename: bgm_GM002 Visual: in-game recording BPM: 156 Offline Use (3 set loop, 4m36s): bit.ly/BGMLoop_PriconneGM (Unit & Equipment Picture Book.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Uma Musume -Pretty Derby- A song replacing the common day/night lobby BGMs during Golden Week 2022. Seamlessly looped of a 25-second track for at least 1 hour, or...148 loops in this case.
Audio sourced from in-game to preserve sound quality. Looping based on in-game for a seamless loop. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips; common with Priconne/Cygames games. It's labeled as short ver. in-game, so I wonder if there's a full version...
Keypoints: 00:00 Start 00:28 Loop 2 01:20 Loop 4 03:02 Loop 8 06:27 Loop 16 12:51 Loop 32 25:39 Loop 64 38:27 Loop 96 51:15 Loop 128 59:47 Loop 148 Transition: Cut-in to 0:03.220 from 0:28.820. Melodic loop is at 26s, but technical loop is at 8 beats after, on time mentioned above.
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In-game Filename: snd_bgm_cs1055_short Visuals: GoldenWeek 2022 Login Bonus banner (loginbonus_vertical_bg_30037) + game logo (utx_obj_title_logo_umamusume) + post-processing via waifu2x @ low noise cleanup(0) for clean visual purposes. BPM: 150 Offline Use (8 loops, 3m36s): bit.ly/BGMLoop_UmaMPD (Golshinshin.mp3, "Golshinshin loop.flac" for self-repeat or ringtones or something)
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting. Thank you for your support!
Audio sourced from in-game to preserve sound quality. Looping based on in-game and rearranged upon own judgment for a seamless loop; intended to loop back to the earlier half instead of in-game where it loops only the latter half. I am aware, this was not remixed/rearranged by G.K. Apparently this hasn't been looped yet, even w/o GFL context.
Keypoints: 00:00 Intro 01:54 Loop 2 04:06 Loop 4 06:17 Loop 6 07:23 Set Loop 2, Loop 7 11:29 Set Loop 2, Loop 10 14:46 Set Loop 3, Loop 14 22:09 Set Loop 4, Loop 21 Transition: Normal: Cut-in to 0:49.231 from 1:54.872, removing a bit of 0.006 excess audio to align it properly. Set loop transition after every 6th loop: Loop back to start.
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In-game Filename: m_va_follow_the_trail BPM: 117 Offline Use (- loops, -m--s): Pondering if it's alright to.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game, and arrangement upon own judgment, for seamless loops. The BGMs are at low volume, so I have its volume increased by 9dB while making sure nothing clips. BGM fragments are looped twice before moving on to the next fragment.
I love Cygames's audio engineers for these; They've made each BGM fragment to play only on certain beats, hence the very seamless transitions that can be heard in-game! This BGM Loop has been inspired & aimed to mimick its method of crossfade transition, even if not in-game timing accurate due to the countdowns. If I mimick the normal, no-issues-encountered timing in the game, then this loop would sound awkward in your 4/4 beat timings...so I decided not to.
This has been one of the most ambitious loops I've worked on so far, and most enjoyable! The whole BGM 2 consists of 13 sections/fragments joined together: - Intro: 1.509s, raw track #7 - Prologue: 12.075s, #8 - Transitions - Prepare phase to Battle: 3.019s, #2,5 - Transitions - Battle phase to Prepare: 1.509s, #12,13 - Prepare phase - 3 progressive variants: normal 31.698s, #9,11; rare 30.189s, #10 - Battle phase - 4 progressive variants: normal 42.264s, #1,4; rare 54.340s, #3,6 - Unused: #14,15, possibly for BGM-ending (which doesn't happen even in-game as far as I can tell) The rare versions don't play in this particular version. Go here if you're looking for the complete version. youtu.be/KYyqHwMu5iQ?list=PLE9ZimhkWp4d5zm0mMb-9nVSga-XkAg0W
Keypoints: 00:00 Prologue 00:13 Prepare 00:59 Battle 1 02:13 Prepare 02:59 Battle 2 04:14 Loop 2 08:16 Loop Set 2 16:31 Loop Set 3 24:47 Loop Set 4 Transitions: Each Prepare & Battle transition ends by a 0.377 (or 1 beat), almost-immediate fade-out once the next BGM fragment cuts in.
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In-game Filename: bgm_GM014 #1-2,4,7-9,11-12 Visual: (a portion of) game OP recording + Homepage logo & background BPM: 128 Offline Use (2 set loop, -m-s): Pending Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game for a seamless loop. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips; common with Priconne/Cygames games. Like the other battle themes, it has the base version (0:11) then the progressed version (1:45), but all in 1 track. From this point on (round 14 or when 3 or 4 players are left), this will be the only BGM playing continuously w/o transitions, until one player is left.
Keypoints: 00:00 Prologue 00:11 1st Half of track 01:45 2nd Half 03:16 Loop 2 09:18 Loop 4 15:20 Loop 6 21:23 Loop 8 27:25 Loop 10 Transition: Loop back to 0:15.371 at track end (3:16.473). Melodic loop is at 3:12, though the audio file loops at time above.
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In-game Filename: bgm_GM016 (bgm_GM016_Battle) Visual: (a portion of) game OP recording + Homepage logo & background BPM: 164 Offline Use (2 loops, 6m25s): bit.ly/BGMLoop_PriconneGM (Main Battle - Last Rounds.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game for a seamless loop. The game loops the whole track well w/o silence gaps.
In-game Filename: BGM_Common_Login BPM: 76 Offline Use (3 loops, -m--s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead. There doesn't seem to be one for Soul Tide at the moment though. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other that needs supporting. Thank you very much for your support!
Audio sourced from in-game to preserve sound quality. Looping based on own judgment, for a seamless loop. In-game, it loops the whole track well w/o silence gaps. However, I have a great deal issue with how it's mastered to loop: It has extra 8 beats/2 measures that would break the 4-measure rhythm, if you get me. I would label it "Fixed" but it seems it's consistent across other BGMs, that it's made intentionally like that, so I'm only labeling my looping as an "Alternative". Hence, this will sound 2 measures shorter than how it sounds in-game.
Keypoints: 00:00 Start 00:59 Loop 2 02:50 Loop 4 06:33 Loop 8 13:58 Loop 16 21:23 Loop 24 29:44 Loop 23 Transition: Instead of looping the whole track like in-game, cut-in the next loop's 0:03.478 on 0:59:130.
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In-game Filename: BGM_Maze_Battle_JMMG02 BPM: 138 Offline Use (3 loops, -m--s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other that needs supporting.
Audio is sourced from BD to preserve as much sound quality. Looping is based on how it's heard in Season 7 Gag Reel. That was the only gag reel (I can find) that had like a loop & a half of this BGM where no other sound effect nor voice was present. On the 2nd variant, I just repeated the 1st variant's 2nd half because there's dialogue there. It doesn't sound like it's any different from the 1st one though, so 'should be fine.
Audio Source: Supernatural Season 7 Gag Reel Visual Source: Supernatural Season 8 Gag Reel intro sequence BPM: ~126
I am not affiliated with whom the Rights belong to (if I get it right): Warner Bros. Television Wonderland Sound and Vision[Priconne! Grand Masters] Main Battle - Boss 2 BGM (Seamless 30m)Lloyd Dunamis2022-04-30 | Priconne! Grand Masters, Main Battle 2nd Boss (Round 10) BGM A remix of one of Priconne!R boss battle BGMs, 「ぶつかり合う闘志」. Extended to at least 30 minutes, or 42 loops in this case.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game for a seamless loop. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips; common with Priconne/Cygames games.
Keypoints: 00:00 Prologue 00:58 Loop 2 02:23 Loop 4 05:14 Loop 8 10:55 Loop 16 16:37 Loop 24 22:18 Loop 32 29:25 Loop 42 Transition: Loop back to 0:15.908 at track end (0:58.575). Melodic loop is at 0:52, though the audio file loops at time above.
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In-game Filename: bgm_GM022 (bgm_GM022_Battle) Visual: (a portion of) game OP recording + Homepage logo & background BPM: 180 Offline Use (3 loops, 3m11s): bit.ly/BGMLoop_PriconneGM (Main Battle - Boss 2 Theme.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one yet. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game and rearranged upon own judgment for a seamless loop; intended to loop back to the earlier half instead of in-game where it loops only the latter half. I am aware, this was not remixed/rearranged by G.K. The in-game GFL loop is quite interesting though - and not one I was able to think of! At 4:08, it loops the music back to 1:12 where it sounds to lengthen the verse it's currently in. However, this gives the side-effect that it doesn't loop back to the beginning parts, where there's significant difference with the similar sound parts. This is aimed to fix that, via after the 2nd loop for more varied listening.
Keypoints: 00:00 Intro 04:08 Normal loop 2 07:04 Normal (partial) loop 3 07:36 Custom loop/Set loop 2, back to start 15:04 Custom/Set loop 3 22:32 Custom/Set loop 4 Official Loop: Cut-in to 1:12.006 from 4:08.007. (hear that bit of instrumental remnant as it loops) Play 2nd loop as normal, then 3rd loop plays only partially. Custom Loop: Cut-in back to 0:08.249 on 3rd partial loop's 1m44.249, allowing just half a beat before transitioning to play for a less awkwardness. (You'll hear the cymbals on the first half-beat from the 3rd loop as it transitions)
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In-game Filename: m_va_a_new_frontier BPM: 120 Offline Use (- loops, -m--s): Pondering if it's alright to.
Audio sourced from in-game to preserve sound quality. Looping based on in-game and rearranged upon own judgment for a seamless loop; intended to loop back to the earlier half instead of in-game where it loops only the latter half. I am aware, this was not remixed/rearranged by G.K. However, it just had a certain loop in-game that missed looping the 1st part of the song. This is aimed to fix that. Lyrics manually synced for the whole custom loopings.
Keypoints: 00:00 Intro 03:22 Supposed in-game loop 04:15 Custom Loop 2 08:29 Loop 3 12:42 Loop 4 21:10 Loop 6 25:24 Loop 7 Supposed in-game loop: Cut-in next loop's 1:29.144 on 3:22.286. Own custom loop: Cut-in almost to the track's intro 0:01.714 on the in-game loop's 2m22.286, making a loop for the whole song.
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead! http://bit.ly/BonusEP If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game gameplay, and arranged upon own judgment, for seamless loops. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips; common to Priconne/Cygames BGMs. BGM fragments are looped twice before moving on to the next fragment.
I love Cygames's audio engineers for these; They've made each BGM fragment to play only on certain beats, hence the very seamless transitions that can be heard in-game! This BGM Loop has been inspired & aimed to mimick its method of crossfade transition, even if not in-game timing accurate due to the countdowns. If I mimick the normal, no-issues-encountered timing in the game, then this loop would sound awkward in your 4/4 beat timings...so I decided not to.
This has been one of the most ambitious loops I've worked on so far, and most enjoyable! The whole BGM 2 consists of 13 sections/fragments joined together: - Intro: 1.509s, raw track #7 - Prologue: 12.075s, #8 - Transitions - Prepare phase to Battle: 3.019s, #2,5 - Transitions - Battle phase to Prepare: 1.509s, #12,13 - Prepare phase - 3 progressive variants: normal 31.698s, #9,11; rare 30.189s, #10 - Battle phase - 4 progressive variants: normal 42.264s, #1,4; rare 54.340s, #3,6 - Unused: #14,15, possibly for BGM-ending (which doesn't happen even in-game as far as I can tell)
This has the BGM variant (8m15s - 13m05s) where it rarely plays or plays in some certain conditions. There was my 1st decision to not include this rare BGM; I decided to include it since this medley's aim is to play the music somewhat like it would in-game. The rare BGM here is like in its separate section, unlike in BGM 1 medley.
Keypoints: 00:00 Prologue 00:13 Prepare 01:01 Battle 1 02:14 Prepare 03:02 Battle 2 04:15 Loop 2, Prepare 05:03 Loop 2, Battle 1 06:15 Loop 2, Prepare 07:04 Loop 2, Battle 2 08:15 (Rare BGM) Prepare 2 09:04 (Rare BGM) Battle 3 10:41 (Rare BGM) Loop 2, Prepare 2 11:29 (Rare BGM) Loop 2, Battle 4 13:06 Set loop 2, Prepare & Battle 1 17:20 Set loop 2, Prepare & Battle 2 21:21 Set loop 2, (Rare BGM) Prepare & Battle 3-4 26:11 Set loop 3 Transitions: Each Prepare & Battle transition ends by a 0.377 (or 1 beat), almost-immediate fade-out once the next BGM fragment cuts in.
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In-game Filename: bgm_GM015 #1-13 Visual: (a portion of) game OP recording + Homepage logo & background BPM: 159 Offline Use (1 set loop, 9m16s): bit.ly/BGMLoop_PriconneGM (Main Battle Theme 2.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
I swear, CRK's Boss Theme's intro sounded quite like FFT's Battle on the Bridge. That's just what motivated me to swap the two. Coincidentally, both has the same 160bpm!
Default-ish volume is applied since this aims to have that in-game vibe for the music. Manual attenuation is done to the BGM side, like it would in-game...though after watching it awhile, I think it needed more attenuation.
The in-stage battle and cut-in dialogues are separate recordings joined together. I had the dialogue play only one line to have some in-story effect while also avoiding some story spoilers.
This serves as more warm-up/practice to other BGM Swap projects.
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Recording Setup Video: Huawei P30 > USB-C cable > scrcpy > OBS Studio Audio: Huawei P30 > 3.5mm audio cable > OBS Studio[Priconne! Grand Masters] Main Battle - Boss 1 BGM (Seamless 30m)Lloyd Dunamis2022-04-17 | Priconne! Grand Masters, Main Battle 1st Boss (Round 5) BGM Extended to at least 30 minutes, or 26 loops in this case.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game for a seamless loop. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips. Variants are looped twice before moving on to the next variant.
Keypoints: 00:00 Prologue 01:29 Loop 2 03:49 Loop 4 08:30 Loop 8 13:11 Loop 12 22:33 Loop 20 29:34 Loop 26 Transition: Loop back to 0:18.870 at track end (1:29.094). Melodic loop is at 1:15, though the audio file loops at 1:29.
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In-game Filename: bgm_GM020 (bgm_GM020_Battle) Visual: (a portion of) game OP recording + Homepage logo & background BPM: 170 Offline Use (3 loops, 3m54s): bit.ly/BGMLoop_PriconneGM (Main Battle - Boss 1 Theme.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one yet. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game, for a seamless loop. It loops itself well w/o silence gaps.
Keypoints: 00:00 Start 01:36 Loop 2 04:48 Loop 4 11:12 Loop 8 17:36 Loop 12 24:00 Loop 16 28:48 Loop 19 Transition: Loop the whole track as it's exact with the beat.
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In-game Filename: BGM_Maze_Main_JMMG02 BPM: 90 Offline Use (3 loops, -m--s): bit.ly/BGMLoop_SoulTide (pending...) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other that needs supporting.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game, and arranged upon own judgment, for seamless loops. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips. Variants are looped twice before moving on to the next variant.
I love Cygames' audio engineers for these; They've made each BGM fragment to play only on certain beats, hence the very seamless transitions that can be heard in-game! Compared to the base combination of all tracks, this consists of only the Battle phase. This loop arrangement starts off first with the 2nd variant of the transition track, then plays the rest in progression. Transitions are done via direct cut-ins upon the melodic loop, as there is no place for the little transition-dedicated tracks when there's no Preparation phase to transfer from.
Keypoints: 00:00 Prologue 00:03 Battle 1 00:48 Battle 1, Loop 2 01:33 Battle 2 02:18 Battle 2, Loop 2 03:03 Battle 3 03:48 Battle 3, Loop 2 04:33 Battle 4 05:18 Battle 4, Loop 2 06:03 Set Loop 2 12:03 Set Loop 3 18:03 Set Loop 4 24:03 Set Loop 5 Transitions: For each variant, it follows the looping point in the game (from 52m505s to 7m505s of the track). Variant transition: Cut-in of next variant's 45s on the current variant's 45s.
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In-game Filename: bgm_GM014 #1,3-6 Visual: (a portion of) game OP recording + Homepage logo & background BPM: 128 Offline Use (1 set loop, 6m15s): bit.ly/BGMLoop_PriconneGM (Main Battle Theme 1 - Battle Phase Medley.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one yet. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
Audio is sourced from in-game to preserve as much sound quality. Looping based on in-game, and arranged upon own judgment, for seamless loops. The BGMs are at low volume, so volume is increased by 9dB while making sure nothing clips. Variants are looped twice before moving on to the next variant.0
I love Cygames's audio engineers for these; They've made each BGM fragment to play only on certain beats, hence the very seamless transitions that can be heard in-game! Compared to the base combination of all tracks, this consists of only the Preparation phase. Transitions are done via direct cut-ins upon the melodic loop, as there is no place for it when there's no Battle phase to transfer from.
Keypoints: 00:00 Prologue 00:16 Prepare 1 00:46 Prepare 1, Loop 2 01:16 Prepare 2 01:46 Prepare 2, Loop 2 02:16 Prepare 3 02:46 Prepare 3, Loop 3 03:16 Set Loop 2 06:16 Set Loop 3 09:16 Set Loop 4 15:16 Set Loop 6 21:16 Set Loop 8 27:16 Set Loop 10 Transitions: For each variant, it follows the looping point in the game (from 37m505s to 7m505s of the track). Variant transition: Cut-in of next variant's 30s on the current variant's 30s.
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In-game Filename: bgm_GM014 #8-12 Visual: (a portion of) game OP recording + Homepage logo & background BPM: 128 Offline Use (2 set loops, 6m28s): bit.ly/BGMLoop_PriconneGM (Main Battle Theme 1 - Prepare Phase Medley.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! ...which isn't applicable for this one yet. If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
...Please excuse; I've been keeping this thought since last year. xD The intro of Demon Variation just sounds like that. Now you can no longer unhear!
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Original Track: Poincaré Recurrence's Sus Varia-- I mean, Demon Variation youtu.be/f01I5QkDX90
#shorts #AprilFools[Epic7] Specialty Change to Magical Girl! No Longer a Saint - Event Theme (Seamless 30m)Lloyd Dunamis2022-04-01 | Epic Seven, April Fools' 2022 Event BGM Specialty Change to Magical Girl! No Longer a Saint Seamlessly looped for at least 30 minutes, or 20 loops in this case. If this is used first somewhere else other than this event, do let me know.
Composer: Unknown (please let me know!) Visual: April Fools' 2022 Login Screen
Audio sourced from in-game to preserve sound quality. Looping based on in-game for a seamless loop. This is an 8-bit-mixed variant of one of the BGMs heard from the original side story...or, well, the beginning of the game (bgm_bose01_battle).
In-game Filename: bgm3#47 (bgm_vaf2022_minigame_loop) BPM: 145 Source Audio Freq: 24KHz Offline Use (3 loops, -m--s): --Pending-- Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, your Ukraine fellows, or any other that needs supporting.
I've been entranced with Soul Tide's Theme Song since I first listened to it, so imagine my delight when I found its melody fits the Windsong Lyre almost perfectly! (C Major, was it?) This is still a WIP-ish, as it isn't the full version yet and I feel I can do more with its tunes. I hope you enjoy it!
This makes use of Logitech Gaming Software's Text macro with delay per character to be able to play the tunes.
BPM: 165 Pitch from original: 0 steps; this is the same pitch! Macro player: Logitech Gaming Software 9.02.65
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist...w-well, I did made this cover or render at least, so I guess it's fi---NO. Please support something else like Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other that needs supporting!
Epilogue, manual e-0 we e-1 h-weh-j-- e-2 bndh---[Soul Tide] Main Theme Song feat. Kato Emiri (Seamless 30m) [CC]Lloyd Dunamis2022-03-29 | Soul Tide / 灵魂潮汐 / ソウルタイド Opening Theme Song Seamlessly looped for at least 30 minutes, or 9 loops in this case.
Audio sourced from in-game to preserve sound quality. Looping based on own judgment, in context of a looped game BGM, for a seamless loop. Lyrics manually synced for the whole loopings. Doing it slightly differently here though: letting the epilogue end the song in the last loop, instead of the usual continuous loop, as it would in a game.
Keypoints: 00:00 Start 03:48 Loop 2 07:17 Loop 3 10:46 Loop 4 17:45 Loop 6 24:44 Loop 8 28:14 Loop 9 Transition: Cut-in next loop's 18.575 on 3:48.029; the middle beat of the similarly-sounding prologue & epilogue.
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In-game Filename: BGM_SoulTideMainTheme BPM: 165 Offline Use (2 loops, 7m43s): bit.ly/BGMLoop_SoulTide (Soul Tide Theme Song feat. Kato Emiri.mp3) Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other that needs supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game, with slight alignment adjustment, for a seamless loop.
Keypoints: 00:00 Start 0:34 Loop 2 1:44 Loop 4 4:03 Loop 8 6:22 Loop 12 8:41 Loop 16 9:51 Loop 18 Transition: Skip the bit of silences in its start & end points by overlapping the next loop's 0.048s on 0:34.831.
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio sourced from in-game to preserve as much sound quality. Looping based own judgment for a seamless loop; the game loops the BGM along with its silence. Since there's already a normal loop one (that sadly has a slight gap in the loop youtu.be/PbwqDx0SYU4?t=119s ), I leaned towards an arranged version for this extension, which happily turned out quite nice! ...But that's just me; what do you think?
Keypoints: 00:00 Loop 1, set loop 1 variant 1 02:00 Loop 2 03:36 Loop 3 05:12 Loop 4, set loop 1 variant 2 08:48 Loop 6 10:00 Loop 7, set loop 2 variant 1 15:12 Loop 10, set loop 2 variant 2 20:00 Loop 13, set loop 3 variant 1 25:12 Loop 16, set loop 3 variant 2 28:48 Loop 18 Transitions Own loop: Cut-in next loop's 0:24.000 on the last 4th beat at 2:00.000; skips the epilogue's last beat to allow for its uhh...1-beat advanced note. Common end-to-start loop: Overlap the next loop's beginning, aligning the beat on 2m00.375s (5:12.375). Own loop, variant 2: Skip the "epilogue similarly-themed to the prologue" to play the prologue immediately; overlapping the next loop on 1m36.375s (10:00.375).
Ko-Fi/Patreon: I intentionally have no Patreon or any subscription-based thing, but I do have Ko-Fi. However, instead I encourage you to buy the OSTs or music tracks, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
In-game Filename: Theme_100 Visuals: Raid intro 1-loop Track: youtu.be/SJM1UdodGzU?list=PLDeBMQQfQmVJQiMgHg1xyw-mv1o4HqtoX BPM: 146 Offline Use (3 loops, 6m06s): http://bit.ly/BGMLoop_BlueArchive (100 HOD Raid Theme.mp3) Should any information be inaccurate, please let me know so it can be corrected! Comment here, on my Twitter (@lloyd_dunamis), or Discord (Amanie#7511). Thank you!
Ko-Fi/Patreon: I intentionally have no Patreon or any subscription-based thing, but I do have Ko-Fi. However, instead I encourage you to buy the OSTs or music tracks, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio sourced from in-game to preserve as much sound quality. Looping based on in-game (and own judgment for the 4th-loop variant) for a seamless loop.
Keypoints: 00:00 Prologue 00:15 Loop 1 01:30 Loop 2 04:00 Loop 4 05:14 Loop 5, SetLoop 2 10:29 Loop 9, SetLoop 3 15:44 Loop 13, SetLoop 4 21:59 Loop 17, SetLoop 5 26:14 Loop 21, SetLoop 6 30:15 Loop 24 Transition: Cut-in next loop's 0:15.905 on 1:30.903. Re-prologue: Cut-in to the beginning on the 4th loop's 1:29.966.
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In-game Filename: Theme_102 Visuals: 10008_Title_Video, waifu2x denoise0 1-loop Track: youtu.be/jdiqMDWaDrM?list=PLDeBMQQfQmVJQiMgHg1xyw-mv1o4HqtoX BPM: 128 Offline Use (3 loops, 4m11s): http://bit.ly/BGMLoop_BlueArchive (102 Schale's Happy Valentine Patrol - Lobby.mp3) Should any information be inaccurate, please let me know so it can be corrected! Comment here, on my Twitter (@lloyd_dunamis), or Discord (Amanie#7511). Thank you!
Ko-Fi/Patreon: I intentionally have no Patreon or any subscription-based thing, but I do have Ko-Fi. However, instead I encourage you to buy the OSTs or music tracks, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio sourced from in-game to preserve as much sound quality. Looping based on own judgment, for a seamless battle-style loop. Volume is reduced by 0.5dB to avoid audio clipping.
Keypoints: 00:00 Start 01:59 Loop 2 03:31 Loop 3 05:57 Loop 5, SetLoop 2 11:55 Loop 9, SetLoop 3 17:52 Loop 13, SetLoop 4 23:50 Loop 17, SetLoop 5 29:47 Loop 21, SetLoop 6 Transition 1: Cut-in next loop's 0:26.483 on 1:59.172. Transition 2: Cut-in to the 4th loop's 1:06.207 on the 3rd loop's end. Re:prologue: Overlap the next loop's start on the 4th loop's 1.818s fadeout-silence in 1:56.364.
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Girls' Frontline major event, Fixed Point Ending song, "Solar Sea" Seamlessly looped for at least 30 minutes, or 4 set loops consisting of 2 loops each (8 total loops) in this case.
Audio sourced from in-game to preserve sound quality. Looping based on own judgment for a seamless loop; intended for something like a song playing during gameplay. As a side effect, the epilogue/fade-out part is intentionally set to not play. Lyrics sourced from official publishing (youtu.be/SUjO8gHxs34 ), personally manually timed.
Keypoints: 00:00 Start 04:24 Loop 2, no-prologue loop 08:26 Loop 3, whole track 12:50 Loop 4 16:52 Loop 5 25:18 Loop 7 1st Transition: Cut-in next loop's 0:35.030 on 4:24.970, skipping most of the prologue. 2nd Transition: Apply custom crossfade from 8:25.868 to 8:33.438, replaying the prologue.
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In-game Filename: GF_22W_ED BPM: 167 Offline Use (2 loops, 8m26s): bit.ly/BGMLoop_GFL_FP (GF_22W - Solar Sea.mp3)
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio sourced from in-game to preserve sound quality. Cutting based on own judgment. Cut parts are between 23.533 and 4:36.467
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In-game Filename: GF_22W_ED
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Girls' Frontline major event, Fixed Point Not a BGM, but sounds to work like an ambient one. A 15-second ambient sound effect, seamlessly looped for at least 10 minutes, or 40 loops in this case.
Audio sourced from in-game to preserve sound quality. Looping based on in-game for a seamless loop.
Keypoints: 00:00 Start 00:15 Loop pt 00:47 Loop 4 01:50 Loop 8 03:55 Loop 16 06:01 Loop 24 08:06 Loop 32 10:12 Loop 40 Transition: Cut-in next loop's 0:06.993 on 0:22.685. Music loop is actually on 0:15, but technical loop is the one stated above.
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In-game Filename: GF_22W_SFX_chant BPM: N/A (though starts at around 65) Offline Use: N/A
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game, with very slight re-alignment, for a seamless loop.
Keypoints: 00:00 Start 01:57 Loop 2 05:16 Loop 4 11:55 Loop 8 18:33 Loop 12 25:11 Loop 16 28:30 Loop 18 Transition: Cut-in next loop's 0:18.262 on 1:57.818; cutting off a 0.0007s silence in the process. Music loop is actually on 1:54, but technical loop is the one stated above.
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.
Audio sourced from in-game to preserve sound quality. Looping based on in-game, with very slight re-alignment, for a seamless loop.
Keypoints: 00:00 Start 02:00 Loop 2 05:12 Loop 4 11:36 Loop 8 18:00 Loop 12 24:24 Loop 16 29:12 Loop 19 Transition: Cut-in next loop's 0:05.642 on 1:53.642; cutting off a 0.005s silence in the process. Music loop is actually on 1:57, but technical loop is the one stated above.
Ko-Fi/Patreon: I do have Ko-Fi, no Patreon. Though, I encourage you to buy the OSTs or music tracks instead, if any! If you insist, still no. Please support Fight to Repair gofundme.com/f/lets-get-right-to-repair-passed, TeamSeas, or any other charity you wish supporting.