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The audio was sourced from pixabay, and is not looped.

The start and end points have gain faded in a curve, to avoid any clicking especially since the audio samples are not seamless.

Previously a second buffer was used for crossfading, but it doubles the memory consumption with very little benefit.

I was toying with the idea of synthesizing audio from smaller samples directly, but that's an idea for the future :)

 help



Thanks for explaining! The memory tradeoff is interesting. Do the fades create a noticeable dip between samples, or do the other ambient sounds mask it?

The curve on both ends is very brief (20ms, so 40ms total) and is more to deal with any abrupt clicking.



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