Looping Samples Clicks and Artifacts solution?

So @kryten42 came up with one solution a while back, which you can also accomplish with no DAW by resampling a single back-and-forth pingpong in the box:

Another way that doesn’t involve resampling but uses both LFOs, is to use the second LFO to “catch” the first LFO before it lets the playhead get all the way back to the beginning of the ping-pong, since that point seems to be where the bug occurs. You can do this by modifying the SPD or MULT value with the second LFO. Here are some settings that worked for me:

LFO 1—Moves Playhead:
SPD: 16
MULT: 16
FADE: X
DEST: SAMP PLAY
WAVE: SQUARE
PHASE: 0
MODE: TRIG
DEPTH: MAX

LFO 2—Mods LFO 1:
SPD: Above 8?
MULT: 1
FADE: X
DEST: LFO 1 MULT or SPED
WAVE: SQUARE
PHASE: 127
MODE: HALF
DEPTH: Between .5 and 1?

(The exact depths & speeds & rates depend on the length of the sample its pitch, but start with the above and see where it gets you?)

All this said… I don’t know if all this fanciness with. is LFOs really neccesary.

So, I don’t own a DTII and I don’t know anything about its engine, but I gotta say . . . on my DT I’ve pretty much always been able to get a long droney or ambient sample to loop without any clicks—though finding the right loop points can take time, patience and practice, and sometimes the loop isn’t where you wish it was.

But if I slowly hunt around for the best Start, Len, and Loop points using my ears, it seems like I can always find somewhere with no click, especially at slow speeds. Maybe occasionally there’s a problem sample where I just can’t find a good loop point, but then I use the filter.

Maybe it’s just from the hours I spent hunting for clicks while preparing samples on the ES-1. Like jogging with leg weights.

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