I'm assuming you're using 1.0 or higher.For Title: (system.def)Spoiler, click to toggle visibiltyQuote;----------------------------[Music] ;Put a filename for a MOD, MP3 or MIDI here, or just leave it ;blank if you do not want music. If an invalid filename is ;given, then no music will play. ;To play mymusic.mp3 from the sound/ directory, put: ; title.bgm = sound/mymusic.mp3 ;Music will continue to play between screens if the files names ;are the same, and both BGMs are specified to loop. ;Music to play at title screen.title.bgm = title.bgm.volume = 100 ;volume scaling factor in percent. 100 is defaulttitle.bgm.loop = 1 ;Set to 0 to prevent loopingtitle.bgm.loopstart = title.bgm.loopend = ;Music to play at char select screen.select.bgm = select.bgm.volume = select.bgm.loop = 1select.bgm.loopstart =select.bgm.loopend = ;Music to play at versus screen.vs.bgm = vs.bgm.volume = vs.bgm.loop = 0vs.bgm.loopstart =vs.bgm.loopend = ;Music to play at victory screen.victory.bgm = victory.bgm.volume =victory.bgm.loop = 0victory.bgm.loopstart =victory.bgm.loopend = For Stages: (The stage's def)Spoiler, click to toggle visibiltyQuote[Music] ;Put a filename for a MOD, MP3 or MIDI here, or just leave it ;blank if you don't want music. If an invalid filename is ;given, then no music will play. To play CD audio, put ;the track number followed by ".da". Using a track number of ;0 will play a random audio track. For example, to play ;track 3 from a music CD, use: ; bgmusic = 3.dabgmusic = sound/kfm.mid;bgmloopstart = <sample number>;bgmloopend = <sample number> ;Adjust the volume. 100 is for 100%.bgmvolume = 100The loop points are measured in samples, so you're gonna need to use an audio editing program to find the sample number of where you want your loop start and end points to be. I personally use Audacity to do this.Unfortunately, as for finding the loop start and end points of a song, this is probably something you're gonna have to do manually.