Language…
5 users online:  BeeKaay, Daizo Dee Von, E623, Guido_Keller, krizeth - Guests: 238 - Bots: 454
Users: 64,795 (2,377 active)
Latest user: mathew

Do i need a loop point in my percussion sample?

I'm trying to use a custom crash sample.

I was following wakanna's tutorial, and it said that i don't need a loop point for percusion samples.

Yet when i tried to use it, AMK gave me this message:

Code
(sample) was of an invalid length (the filesize - 2 should be a multiple of 9).  Did you forget the loop header?
It really ultimately depends on the sample itself, some of them like Crash and Hihat cymbals do infact use loop points depending on the game or source but there are some samples around which do not.
I think a post layout goes here somewhere...
for the record, whether the sample is looped or not, it still requires the loop header so that the data in the file is oriented in the way the code expects. for an unlooped sample like a kick or a snare, or potentially your crash sample, the loop header you need is just 00 00
soundcloud / bandcamp / twitter / buy/stream my EP / buy my touhou music / buy my NEW album!!!
To further elaborate, AddmusicM introduced a customization of the BRR file that adds a two-byte header to them, which, as said, is purely there to point at the looping point of the sample. Beyond that, samples are stored in blocks of 9 bytes. Hence, filesize minus 2 should be a multiple of 9. AMK kept this sample format.

Not all tools seem to output samples with this header, though I don’t remember which on top of my head. I know that the C700 VST includes it, and split700 has the... -M flag, I believe, which will include the header if set. You probably used split700 without that flag, or another tool which doesn’t include the header.