How to Fix Remotion Audio Not Playing With the loop Prop
Looping audio intermittently failing to play is usually a mismatch between the composition's total duration and the audio file's own duration.
Using loop on an <Audio> component to repeat a short track across a longer composition is a common pattern for background music — and it has a known intermittent failure where the audio stops playing partway through instead of looping cleanly.
The likely cause
This tends to surface when the composition's durationInFrames isn't a clean multiple of the audio file's own duration in frames. Remotion's loop implementation calculates loop boundaries based on both durations — a mismatch there can produce a boundary calculation that doesn't line up with an actual frame, causing playback to drop instead of restarting.
The reliable fix
Rather than relying on the loop prop's automatic boundary calculation, control the looping explicitly using multiple Sequence components, each restarting the audio from frame 0:
{Array.from({ length: loopCount }).map((_, i) => (
<Sequence key={i} from={i * audioDurationInFrames}>
<Audio src={staticFile("music.mp3")} />
</Sequence>
))}This sidesteps the loop prop's internal boundary math entirely — each Sequence is a fresh instance of the audio starting cleanly, which is more predictable across different composition lengths.
Checking your audio file's actual duration
Confirm the exact duration in frames with ffprobe, then calculate loopCount as Math.ceil(compositionDuration / audioDurationInFrames) — rounding up ensures the last loop iteration covers the full composition even if it gets cut off mid-loop by the composition's end.
Background music timing is a solved problem inside a tested template — one more reason not to rebuild the audio layer from scratch for every render.
See the templates