Quick answer: Wrap the Wave Player in a Crossfade Loop node, or zero-cross the wave file’s start/end samples in your audio editor.

An engine sound loops continuously in a driving game. Every 2 seconds a faint click. Players notice during quieter moments. The wave doesn’t loop seamlessly.

Diagnose

Open the wave asset; play it. Listen at the seam. Editor preview clicks too? Then the source has the discontinuity, not just MetaSound playback. Fix the source first.

Fix 1: Zero-Cross the Source

Audacity:

  1. Open the .wav.
  2. Zoom to the end. Z key to snap to zero crossing.
  3. Trim to the snapped point.
  4. Repeat for start.
  5. Export. Re-import into Unreal.

Fix 2: Crossfade Loop Node

In the MetaSound graph:

End of loop fades into start. Click hidden under the fade.

Granular Approach

For very long ambient loops, consider a Granular Synth node. Plays overlapping grains with random offsets; never “loops” in the traditional sense. No click possible.

Stem-Based Music

For music: don’t loop a stem; pre-mix loops that begin and end on the same sample value. DAW export with loop markers preserves this.

Verifying

Listen for 60+ seconds. No clicks. Spectogram view in Audacity shows continuous energy at seam, not impulses.

“Loops fail at the seam. Make the seam silent or invisible, two ways to achieve continuity.”

For looping ambient beds, target loop length should be a prime number of seconds — avoids predictable pattern recognition by players.