Just wanted to pick some brains here regarding the best way to approach looping gun sounds. It will be my first time working with loops for game audio as opposed to either granular or polyphonic systems and am trying to find the best way forwards in regards to taking source field recordings + additional design of bursts or mag-dumps and converting those into rounds-per-minute/ms per round accurate loops for weapons in-game.
Pitching the entire loop obviously destroys the sound, although corrects the timing and cutting each segment of the burst or mag-dump then stitching back together quantized to, for example 100ms (for a 600rpm weapon) corrects the timing but loses the character and micro miss-timings of the original burst/dump recording and naturally only works going from lower rate of fire sources to higher rate of fire end product.
Does anybody have any good suggestions on how to conform my source recordings to the fire-rates required while still maintaining the original quality of the sound recorded and its inherent miss-timings during full-auto.
Anyway many thanks for any tips or pointers on this topic.