Loopy Pro: Create music, your way.
What is Loopy Pro? — Loopy Pro is a powerful, flexible, and intuitive live looper, sampler, clip launcher and DAW for iPhone and iPad. At its core, it allows you to record and layer sounds in real-time to create complex musical arrangements. But it doesn’t stop there—Loopy Pro offers advanced tools to customize your workflow, build dynamic performance setups, and create a seamless connection between instruments, effects, and external gear.
Use it for live looping, sequencing, arranging, mixing, and much more. Whether you're a live performer, a producer, or just experimenting with sound, Loopy Pro helps you take control of your creative process.
Download on the App StoreLoopy Pro is your all-in-one musical toolkit. Try it for free today.
Comments
This app is pretty good from what I see in the videos but in order to satisfy any half baked electronic musician it would either need further development of its instruments i.e. drum machine, internal synth or deeper integration with other apps and even possibly external gear.
I might be wrong but I have a feeling that as opposed to all of us here who live and breath the iOS music, sometimes developers get into iOS audio cold turkey. They come up with a brilliant idea but have no practical knowledge of what the ground troops experience is. I'm not saying this is anybody's fault, I'm just wondering why there is such a mismatch in expectations.
I made Takete initially for myself and use it regularly for live performances and recording. I've been slowly transforming it so that others can get some use out of it. I've never seen myself as an iOS musician, just someone who wanted a more suitable and compact tool than I had with my macbook & ableton/resolume setup.
Brilliant. Honestly, that means that we can learn from each other. I didn't mean my original message to sound patronising even if it could have read that way. There's plenty of us here doing it live. Welcome to the forum.
but this is the crux of the issue and why that last comment by the dev is so great, people need to know what to expect from devs so that we're all not just stuck in a nightmare of two ends that never meet. I wish devs put comments like this on their App Store ads, you'd know where they were coming from and what they are trying to accomplish and then users wouldn't have to bombard them with concerns that don't even pertain to their vision etc....
we should commission supadom to talk to all the devs first lol.....
I won't bring up any names in particular but I will say again there are devs who are trying to sell stuff to us and then tell us they only made their application for getting music making into the hands of the masses and to get people who don't make music into making music..... F...That! if you have no intentions on making a truly useful app then stop peddling your wares in places like this, If you are here to share your talent with the music making community and be compensated for it then adhere to the standards, fill the needs and show me the buy button.
Another thing to bear in mind is that there is two sides of the coin: the price of an app SHOULD probably be valued by the developer in an equation of where they believe they find the best trade-off between "worthwhile" and "still get paid". For some that means 1000's of hours (blood/sweat/tears) could be poured into a project. They might have neglected other things (family/friends/pets) to get the app done.
The price of the app should therefore be based on where they estimate it being worth their while to actually release it, at all, which obviously would include calculating how many apps/units they would sell at any given price point, but also include things like handling support issues etc. A very low cost means a very low barrier to get it, and most likely will yield a higher throughput of support issues that need to be handled (for free). Conversely, a high price might be paid by people who recognize the work that has gone in to an app, has a higher skill level with that type of app, appreciates what it does and thinks they get good value for their money, with very few support requests.
The tricky thing is obviously to find the ultimate balance where these two meet.
There is also a difference in team sizes, general business plans (if any) which might influence the price etc. As a buyer I can always choose what to buy, or not. Also as a buyer I have paid a lot of money on various apps. Some have been amazing value for money, some not and I would have used my money wiser by setting it on fire for heat, which probably evens out to a "ok" overall in average.
Also as a buyer, some developers I would like to tell "come on man, raise your price for that awesome app!" and some others "uh...I paid this much for THAT?". Clearly both those cases end up on the wrong ends of the value-for-money scale (as they both have been miscalculated, if nothing else by me).
I am interested in the idea of the app, but it is still in development. It needs integration with other apps, easier way to save and share the projects, more instruments, more sound loops, more videos and more effects.
It would be nice to have the app standing by itself as it is now, but there are limitations in the sounds, instruments, effects. It needs integration with other apps to get a full potential. Not everybody has a MacBook or ableton /resolume to make it more productive.
What is the developer's thoughts at this moment?. Is he willing to reduce the price with the app as it is, and start from there and to go up with every upgrade package?, or is he going to keep the $39.99 price and to compromise to give us all the development/upgrade needed in the future under this price? Or is he going to separate the audio from the video and to give us packages at different prices?
The $39 price is already a 50% reduction.
It's already capable of loading music clips from audioshare etc via open in and paste from the clipboard.
It can also load video direct from the camera roll and record and save your performances to camera roll.
The current beta (per the Facebook page) has link built in.
There's lots of refinements that are still possible I agree but with a little effort I think there's a lot that can be done with this that you couldn't do with anything else in iOS.
@RefinedStTech, it would be good to implement iOS Document Picker; so access to one's iCloud Drive would simplify importing video and audio clips. I think it also serves DropBox; but I prefer iCloud Drive.
I meant that I have replaced Ableton/Resolume with Takete. For my purposes it does everything (and much better) than those two for live work. I now only use Ableton for arrangement - usually for soundtrack and mastering work. Resolume to me is now useless and I do almost all my video processing with Takete.
Agreed, I have been considering iCloud integration for a while - adding this to the task list now. Because I spend most of my time developing and using Takete I tend to get a bit removed from new developments and standards in the iOS world. But always looking to implement useful features for others!
Well I took the plunge. Was eyeballing it for a while. I like it! Definitely has a lot of potential. Like supadom, I'd like to see the internal instruments/fx developed a bit more if possible. I think there's a wavetable synth on the horizon or so?
Everything in there is a work in progress. There will be more fx, the current ones will also keep improving and gaining more parameters and automation possibilities. Wavetable synth is definitely on the todo list along with FM. At the moment connectivity is the priority though, currently working on Link integration which will be ready soon.
+1 I bought in at original price, glad of it too. Intriguing app, anything that clip launches, and this one has a powerful slant on the approach...also glad it's come down in price to bring more folks in. More instruments, more fx, stem export...
yep see this communication is the key, when the app first dropped I had decided to hold off, but the devs communication has changed how I feel about it and I think it's going to be a purchase in the near future. Listening and liking what I'm hearing.
I messed for a while with the lite version, and I finally bought(another one) the full version to see what it really had to give beyond the free version limitations. This thing has a lot of potential. Not perfect thought. There are many apps on the apps store that together would mostly do (on the audio side, I don't know about the video) what this app does BUT takete does it without the workflow issu of having to switch between apps, which make me dream of the day apple come with a solution for that workflow killer. Music creation workflow would gain a lot from a way to switch quickly between apps as we would do with windows on a mac or PC. I mean takete even have a split screen mode, which is very welcome. It even work with an iPad mini 2 (equivalent of iPad air), it does not even need an iPad air 2 (apple is laughing in the face of people with this split screen limitation).
That said, I can't wait for Takete to have more fx (tons of them) and instruments(as much as fx ), which I read somewhere was a focus point already.
It also needs badly, to come to life, a way to integrate itself to iOS music ecosystem: Audiobus, IAA, audioshare. At LEAST, background audio. For now it is all happening within the app (except for audio import and export that is ok). I mean, I can't even switch to an other app, such as one would expect, an other Link integrated app, without loosing sound. Kind of a shame considering what this app is capable of.
I keep my finger crossed (badly considering the price point everybody's talking about ).
Other feature that I'd like to see coming:
I wonder if an upcoming features list of something a dev calls his " work in progress"' would be too much asking?
Anyways, keep up the good work!