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GamingLooper は、ゲームサントラ向けのループ検出、Sequence再生、SE Pad確認を行う Windows向け beta ツールです。
- 最新版: GamingLooper v0.1.0 beta 1
- Windows x64 ダウンロード: GamingLooper-0.1.0-beta.1-win-x64.zip
- プロモ動画: X投稿で見る
- 動画が見られない場合: MP4を開く
- リリース一覧: GitHub Releases
このビルドは未署名の Windows beta 版です。初回起動時に SmartScreen やセキュリティ警告が表示される場合があります。
主な用途:
- ゲームOSTのループポイントを検出し、Loop / Time / Straight の再生条件でSequenceを組む
- 複数曲をプレイリスト化して、ループ回数やフェードを含めた流れを確認する
- SE Padに効果音を割り当て、BGMとSEが同時に鳴ったときのバランスを確認する
- SE Setとしてキー割り当てを保存し、あとから読み込む
音声ファイル本体は自動でコピー・移動されません。GamingLooper はローカルのProjectデータに、ループ情報、Sequence、SE割り当て、Mix、Configなどを保存します。
配布ZIPを展開したら、GamingLooper フォルダ全体をまとめて保持してください。初期保存先は GamingLooper/save です。
GamingLooper is a desktop game-audio loop, playlist, and SE audition tool based on AutoLooper's loop-detection approach.
- Latest release: GamingLooper v0.1.0 beta 1
- Windows x64 download: GamingLooper-0.1.0-beta.1-win-x64.zip
- Promo video: Watch on X
- Fallback MP4: Open MP4
This is an unsigned Windows beta release. Windows may show a SmartScreen or security warning on first launch.
The app keeps loop markers, playlist rules, SE assignments, mix settings, and visual settings in a local project file. It does not write loop metadata into audio files.
GamingLooper is available as a public beta on GitHub Releases. The source code is licensed under the MIT License. Bundled starter SE files under asset/se use a separate asset license so they can be redistributed with GamingLooper, but not repackaged as a standalone sound-effect library.
The Windows app is currently distributed as an unsigned directory release. Windows may show a security warning when launching an unsigned executable.
In a directory release, keep the whole GamingLooper folder together. GamingLooper.exe uses the folder it is placed in as the portable app root.
On first packaged launch, the default save locations are:
Project save -> GamingLooper/save/gaminglooper-settings.json
Sequence files -> GamingLooper/save
SE Set files -> GamingLooper/save
Bundled SE files -> GamingLooper/asset/se
Project save stores the full GamingLooper work state, including Sequence List, saved SE Sets, ratings, cumulative play time, SE assignments, Mix, and Config values.
Sequence and SE Set save folders can be changed in Config > Files & Save. If those folders were changed before, GamingLooper remembers the custom folders in the Windows app data area and shows those paths instead of the default save folder.
Audio files are not copied or moved automatically. Saved data keeps file references, while bundled starter SE files live under asset/se.
Avoid placing the directory release under write-protected locations such as Program Files. Use a user-writable folder such as Documents, or another folder where the user can write to save.
GamingLooper is for auditioning BGM and SE together, then editing soundtrack playback with the loop count, track time, or straight one-shot playback you want.
It has two main purposes.
Use Main View to audition BGM and SE together in a game-like sound workspace. You can play a BGM List, assign SE files to keyboard pads, trigger those SE sounds while the BGM is playing, and check whether the sound flow feels right.
For SE work:
- Assign an SE file to each SE Pad key.
- Tune
Volper key so important sounds are audible without overpowering the BGM. - Tune
Panper key to check left/right placement. - Set an icon and color per key so the pad is readable during use.
- Use
SE Voice Limitto control how many SE sounds can overlap. - Save the current key layout as an
SE Set, then load it later without rebuilding assignments by hand.
This side of the app is for confirming how BGM and SE behave together while you actually hear them.
Use Sequence Builder to load soundtrack files, choose only the songs you need, set their order, and decide how each song transitions to the next. Each song can use a loop count, a fixed play time, straight source playback, and a fade-out value.
SE Pad playback starts by assigning SE files to keyboard pads. An SE Set is the saved key layout: which SE file is assigned to each key, how loud it is, where it sits in the stereo field, and how it is visually identified.
SE Pad key ---> Load SE file ---> Tune Vol / Pan / Icon ---> Save SE Set ---> Play with BGM
choose key import sound make it readable/useful reuse layout audition balance
In Main View, each SE Pad key represents a keyboard key. Click an empty key to start assigning an SE file to that key.
Use keys that match the way you want to test sounds. For example, put frequently triggered UI sounds near your main hand position, and put rare or heavy effects farther away.
Import an SE file into the selected key. The file is assigned to that key only; it is not added to the BGM Play List.
Once the file is ready, pressing or clicking that key plays the SE. Assigned SE files are preloaded so playback can respond quickly.
Each assigned key has SE settings:
| Setting | Meaning |
|---|---|
Vol |
Adjusts the volume of that SE key. Use it to keep important sounds audible without overpowering the BGM. |
Pan |
Places the SE left or right. Use it to check spatial balance against the BGM. |
Icon / Color |
Changes how the key looks, so the pad remains readable while you are triggering sounds. |
Use the BGM Monitor and SE Monitor while auditioning. The goal is to hear whether SE attacks, UI sounds, alerts, or hit sounds sit correctly against the current BGM.
SE Voice Limit controls how many SE sounds can overlap at once.
Use a lower value when you want a cleaner, game-like limit. Use a higher value when you want to test dense sound effects or repeated triggers. Late-trigger priority means newer SE triggers stay important when too many sounds overlap.
When the key assignments feel right, save them as an SE Set.
An SE Set stores the assigned SE file references, Vol, Pan, icon, color, and voice limit. Load the SE Set later to restore the same pad layout without rebuilding it by hand.
Build a List that plays game soundtrack files with the loop count, play duration, or straight source playback you choose.
Use Loop when you want to hear loop markers repeat, Time when you want to play for a chosen number of seconds, or Straight when you want to ignore loop markers and play the source from start to end once. Arrange the order, adjust Fade, then save it so Main View can play that flow back.
BGM Source ---> Build Sequencer ---> Complete & Save Sequence ---> Sequence List ---> Main View Play List
import songs choose order/rules save a Sequence file load List play
Drop audio files into BGM Source, or use BGM読込 / Import BGM.
At this point, the tracks are source material. They are not yet a Play List. Tracks listed here become candidates for the Sequence.
Send only the tracks you want from BGM Source into Build Sequencer.
The cards inside Build Sequencer become the Sequence. The order you arrange here becomes the playback order.
Each song in Build Sequencer has playback rules:
| Rule | Meaning |
|---|---|
Loop |
Play the song through its loop section for the selected loop count, then move to the next song. |
Time |
Play the song for the selected number of seconds, then move to the next song. |
Straight |
Ignore loop markers for that Sequence row and play the source from start to end once. |
Fade |
Fade out for the selected seconds before the next song starts. |
Use the BGM Monitor to check loop markers and playback if needed.
When the order and rules are ready, press Complete & Save Sequence.
Choose a file name in the save dialog. If the Sequence file is saved, it is mounted into Sequence List as a reusable List. If the save dialog is canceled, nothing is mounted. Main View can load the saved Sequence and play it back with the order, Loop, Time, Straight, and Fade you set.
Click a saved List in Sequence List to load it as the current editable Sequence. Double-click a saved List to load it, switch to Main View, and start playback. The Main View Play List uses the saved order and transition rules.
Use All List Repeat in the Sequence List header when you want GamingLooper to continue through every mounted Sequence. While it is active, Repeat Sequence is locked because playback is controlled at the Sequence List level. Main View shows an All List Repeat status lamp while the mode is active, but that lamp is only an indicator; turn the mode on or off from the Sequence List header. When the current Sequence finishes, GamingLooper loads and plays the next saved Sequence. After the last saved Sequence finishes, playback continues from the first saved Sequence again.
Right-click a saved List for List-level actions:
| Action | Meaning |
|---|---|
Duplicate As |
Save a new .glseq file and add the copied Sequence using the saved file name. The original List remains unchanged. |
Delete |
Remove only the saved Sequence List entry. Audio files are not deleted. |
Right-click a Build Sequencer row for row-level actions:
| Action | Meaning |
|---|---|
Move to BGM Source |
Remove that row from the current Sequence and make the track available from BGM Source again. |
Duplicate |
Add another row using the same source track and playback rule. |
Loop Scan |
Run Auto Loop again for that track using the current Auto Loop settings. |
Delete |
Remove the row from the current Sequence. Audio files are not deleted. |
Right-click a BGM Source row for source-level actions:
| Action | Meaning |
|---|---|
Send to Build Sequencer |
Add the track to the current Sequence. |
Loop Scan |
Run Auto Loop again for that track using the current Auto Loop settings. |
Delete |
Remove the source entry when it is not needed. Tracks still referenced by saved Lists are kept for those Lists. |
Use Reset Sequence when you want to clear only the current Build Sequencer rows. BGM Source, saved Lists, and audio files are not deleted.
In short: import source tracks, send only the tracks you need into Build Sequencer, choose Loop, Time, or Straight per track, adjust Fade, save with Complete & Save Sequence, then play the saved List from Main View.
- Non-destructive by design. Audio files are never rewritten for loop metadata.
- Loop markers, playlist rules, SE assignments, per-track BGM volume, SE volume/PAN, mix, visual settings, display language, and panel split ratios are stored locally.
- Sequence List playback mode, including
All List Repeat, is stored locally. - BGM is one playback stream. SE is multi-voice with a configurable voice limit and late-trigger priority.
- App state can be saved, loaded, initialized, exported as a JSON backup, and imported from a JSON backup.
- Source code and documentation: MIT License. See
LICENSE. - Bundled starter SE files in
asset/se: GamingLooper bundled SE asset license. SeeASSET-LICENSE.md. - User-imported BGM and SE files are not copied into the app and remain under their original rights and licenses.
- Import BGM files from the Main or Play List view.
- If
Run on Importis enabled in Config, Auto Loop runs for each newly imported BGM. If another scan is already running, the imported tracks wait and scan after the active scan completes. VGTDEEPis the default game-OST Auto Loop preset. It uses Deep detection with a 30-second minimum loop and a 60% acceptance line, tuned for practical game soundtrack scanning.- MP3, OGG, FLAC, and OPUS imports build waveform previews through the renderer audio decoder when needed.
- Use
Auto Loop Allto scan all loaded BGM files. - Build Play List before playlist playback. Before creation, playlist playback is disabled and prompts to open the Play List build flow.
- Each playlist item can use loop count, duration, or straight playback, with fade-out before moving to the next item.
- Playlist rules can be copied, pasted, moved, and applied across all items.
All List Repeatplays the saved Sequence List in order. It disablesRepeat Sequencewhile active so the current Sequence can finish and advance to the next saved Sequence.
- Click an unassigned key to import SE.
- Click an assigned key to play it.
- Shift+click an assigned key to unload it.
- The red lamp opens the key popup for volume, PAN, and load.
- Mouse wheel on an assigned key cycles the icon.
- Right-click an assigned key opens the icon list.
- Assigned SE files are preloaded to memory. Keys remain in Loading/Error state until ready; playback uses cached audio only.
- Spectrum compares BGM and SE buses.
- Orange overlap indicates a possible band-interference candidate.
- Stronger orange means SE is more dominant in the overlap.
- Frequency grid labels are logarithmic to support practical band checks.
Ctrl+Z: Project UndoCtrl+Y/Ctrl+Shift+Z: Project RedoShift+click SE key: Unload assigned SEMouse wheel on SE key: Change iconRight-click SE key: Icon listPanel border drag: Resize playlist, waveform, SE pad, and analyzer areas