(But if you use loop points, do yourself a favour and use the "LOOPPOINT" tag thing. If you do that, you can easily just put the cursor thing in the audio program at the loop point, note the sample point the cursor thing is at, and write that for the "LOOPPOINT" tag, where-as "LOOPMS" can be very slightly inaccurate as you can't(?) use decimal numbers.)
The former depends on how "twitchy" the sound is. After all, with "LOOPMS", you get 1000 points to choose from per second, but "LOOPPOINT" gives you 44100. Which is great, considering there are 44100 different samples per second for music.犬夜叉;776526 said:It is really annoying to hear this when not only is the inaccuracy so slight as to not even be noticeable, but also when SDL2 itself does not and can not properly support LOOPPOINT in the first place...