Uploaded September 2026 | Updated September 2026, 3 weeks ago
Stuck with half-finished game music ideas? Download the free 6-Level Game Music Composer Roadmap here: bestmusiccoach.com/roadmap?htrafficsource=yt&el=composers-add-a-one-time-intro-to-your-loop-so-boss-fights-h
In video game music, when the music loops, meaning when you stay in a certain area, the music is going to stay the same and just loop around and repeat itself over and over again. For example, if you look at a classic, The Legend of Zelda: A Link to the Past, the boss theme has a custom intro for the first couple of seconds and then the music repeats. We can see that that intro is a one-time intro and then the loop happens. And that one-time intro really does create the feeling of, Oh my goodness, we're about to go into a boss fight. If it jumps straight into the loop, yeah, the loop sounds threatening, the loop captured the essence and the feeling of a boss fight, but it's that intro part that really brings us into the world. So, think about that when you're creating your loops. Do I want a one-time intro here? Now, you may need to educate your developer on how to program that, whatever software they're using, whether that's Unity or Godot in the indie world. But if you know FMOD and Wwise, those are ways that you can go in, either have your developer do it, or you can actually go in and learn those two pieces of software and implement it yourself. And if you want to compose your own video game music, I just wrote a book called Compose Legendary Video Game Music, based on my experience composing for video games and helping others compose for video games, and that's available for purchase on Amazon right now.
Stuck with half-finished game music ideas? Download the free 6-Level Game Music Composer Roadmap here: bestmusiccoach.com/roadmap?htrafficsource=yt&el=composers-add-a-one-time-intro-to-your-loop-so-boss-fights-h
In video game music, when the music loops, meaning when you stay in a certain area, the music is going to stay the same and just loop around and repeat itself over and over again. For example, if you look at a classic, The Legend of Zelda: A Link to the Past, the boss theme has a custom intro for the first couple of seconds and then the music repeats. We can see that that intro is a one-time intro and then the loop happens. And that one-time intro really does create the feeling of, Oh my goodness, we're about to go into a boss fight. If it jumps straight into the loop, yeah, the loop sounds threatening, the loop captured the essence and the feeling of a boss fight, but it's that intro part that really brings us into the world. So, think about that when you're creating your loops. Do I want a one-time intro here? Now, you may need to educate your developer on how to program that, whatever software they're using, whether that's Unity or Godot in the indie world. But if you know FMOD and Wwise, those are ways that you can go in, either have your developer do it, or you can actually go in and learn those two pieces of software and implement it yourself. And if you want to compose your own video game music, I just wrote a book called Compose Legendary Video Game Music, based on my experience composing for video games and helping others compose for video games, and that's available for purchase on Amazon right now.










