Well I've spent about two days trying to figure something out when I was doing a soundtrack for an upcomming game on the Apple App/iTunes Store..
Apparently compressed files like .MP3 .ACC .m4a will create "data packages" or something like that in the beginning and the end of your tracks.
I had a seamlessly looping .wav that needed to be converted to a compressed format for the best quality/minimal filesize ratio.
Well, I tried converting it to all of the compressed formats supported by iOS development kits and they all added tiny gaps of silence in the beginning, making it not loop seamlessly.
I have found that .ogg will not do this, but iOS does not support this without some third party library/script that you have to implement into your game development engine.
Unity3D and some others can compensate for this gap, but most others don't.
We are programing in an iOS SDK that uses AVAudio Player for iOS.
iTunes and some media players will also adjust to seamlessly loop MP3's but when you put it into a real audio/game engine program you will find that it has that annoying little skip!
FMOD, Wwise, etc....
I did find a site that explains this:
I didn't get that converter to work sadly.
So all in all, I just decided to make some longer tracks that start and end without seeming like it's just a single song on repeat.
So does anyone else have some input on this? It was very frustrating when I created some AWESOME seamlessly looping tracks that were about 1-2 minutes long, but then I just had to throw that all out the window...
For iOS, it had to be under 40MB, and there's no way 25 minutes of music in an uncompressed format is going to work.
So if anyone has any input on this please share your thoughts and knowledge you may have on this frustrating issue!
Here's a graphic of what exporting a seamless loop looks like after it is compressed to .mp3/.aac (.ogg won't but like I said iOS won't support it right off the bat) --->