Quick answer: Use a gapless format (WAV or OGG), trim the loop to a zero-crossing with no padding, and schedule the next loop precisely so there is no gap between repetitions.
A gap or click when music loops is a boundary or scheduling problem. A clean loop point and precise scheduling fix it. Here is how.
How to fix it
1. Use a gapless format
MP3 adds encoder padding that creates a gap at the loop. Use WAV or OGG, which can loop sample-accurately, so no silence is inserted at the boundary.
2. Trim to a clean loop point
Edit the loop so its start and end match at a zero crossing with no silence or discontinuity. A mismatched waveform at the boundary produces an audible click.
3. Schedule the loop precisely
Queue the next iteration to start exactly when the current one ends, using sample-accurate scheduling rather than waiting for a callback. Late scheduling leaves an audible gap.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.