Sound effects tag

Loop Sound Effects

Loop sound effects that can run as long as the scene does. Rain that never stops, waves rolling in on a beach, an engine idling or a spaceship humming in its hangar. Click free. Edited so the end meets the start without a bump, for game levels and anything else that has to hold for a while.

Libraries
195
Publishers
67
Formats
Mono, stereo, M/S, surround, ambisonic
Sample rates
44.1 to 192 kHz
Licence
Royalty-free for commercial work
Price range
$4.20 to $497
FiltersAll 195 libraries tagged LoopFilter by the spec, not just the subjectRecorded or designed, sample rate, bit depth, channel format, embedded metadata and file count. Narrow it down before you download anything.
Recorded or designed
RecordedDesigned

Recorded means captured in the field or a studio. Designed means built from other material.

Channel format
MonoStereoM/SSurroundAmbisonic

Mono for 3D positional audio. Ambisonic and surround for immersive mixes.

Embedded metadata
Tagged for Soundminer or UCSUntagged

Soundminer and UCS fields written into the files.

All 195 libraries tagged Loop.
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All 195 libraries tagged Loop

96 kHz, 24-bit. Formats: Stereo.
A diverse collection of feedback loops featuring analogue and digital sound effects, ranging from natural tones to complex manipulations, captured in high-quality 24-bit audio formats.
50 files · 703 MB · Metadata
96 kHz, 24-bit. Formats: Stereo.
24 versatile rain recordings capture diverse intensities and environments, providing atmospheric sound effects that blend subtle nuances with rich, evocative ambiances for scene enhancement.
20 files · 667 MB · Metadata

A loop lives or dies on the join. If the end doesn't meet the start cleanly, the ear catches the bump every time it comes round, and in a game that's over and over again. In a good loop the end joins the start with no click, the level and texture match at both ends, and it runs long enough that the repeat disappears. Engine loops work differently, each holding a steady speed so a game can crossfade between them as the player accelerates. Walking cycles sometimes come as a Sequence of steps. Rain and sea loops tend to run for minutes.

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