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Loop points is one of the main reasons that I try presurring people into using sequencer and tracker formats for their games, like what the first Unreal did (very clever use of position jumps there, Alexander Brandon.)
And actually, it is possible to get those loop points you mentioned with other formats through custom metadata, which some recent engine ports of Doom use for Ogg Vorbis files.
However, I still prefer tracker formats above all other formats due to their small size without relying on external soundfonts, and their native looping capability without the use of metadata.
The only reason I suggested the use of ADPCM in the first post is because it would not require major changes to the engine, if any at all.
can you tell me how to do what you did