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.

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New year's resolution: Build a sampler 'cuz nobody wants to God dammit!

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Comments

  • I too, am ABSOLUTELY 100% in on this one... seems like such a simple thing, yet is a bit of a missing link for a good few of us.. Please beta test in Cubasis! ( or let me do that for you ;-) )
    will there be au automation? ok perhaps not for sample start end times initially but at least for the filter ?? though i suppose if the filters are discreet to the seperate slices then maybe thats a bit of work too!! if the stretch is automated... well ... I think most sample jockeys will buy in on this one..
    many thanks for putting the time in on this.. it looks the stripey insects leg hinges!!

  • edited February 2018

    Well after countless hours of messing around and stressing @brambos @mathieugarcia I've hit the infamous roadblock.

    AUv3 is no-go at launch. The audio engine needs to be written in C and it's kind of difficult.
    But worry not. I've implemented Audiobus, Interapp audio, Virtual Midi, Bluetooth Midi.

    So as I see it you can either use the app to slice your samples, trim, etc, and export as ZIP to open in another app.
    You can use Open With -> Samplist also.

    OR

    Send midi to the app and resample the output in your DAW.

    The parameters will listen to MIDI so at least there's that. I'm going to add MIDI Learn also.

    I've messed with some sample code to generate MIDI sequences so after launch I'll add a step sequencer too, if people want it.

    I won't give up though. I've come this far now...

    Bonus: Here's a screenshot of the latest build with polished UI running on my iPad.

  • Looks great can’t wait.

  • @alecsbuga said:
    I don’t want to hype it up too much because i know how I feel when I get too excited about a new app and the developer underdelivers.

    So to make it straight. The app will allow you to play a sample as a polyphonic instrument with filter, adsr and all that. And in the second mode you will be able to load a loop, chop it up and adjust adsr, filter, etc per slice. You will be able to play the loop slices polyphonic.

    As I have the engine layed out right now, that’s what it does.

    After the initial launch, I’ll start working on more advanced features. But that’s the main functionality.

    To be clear, you are saying that it plays a single sample? It won't multisample? Also, will it have the ability to do seamless loops with the ability to zoom to loop points and apply crossfades? Finally, if it is a single sample, can we get some decent sampling time, like 20 seconds or so? That way, for certain samples we can have a nice natural decay for ambient samples. Please elaborate!! :smiley:

  • @alecsbuga said:
    More sampler porn! BeatMaker 3 triggering the sampler. I still cannot believe I did this since Friday :)
    https://photos.app.goo.gl/DdprVSRWJ0s8tKx03

    I've managed to get the slicing part right.
    Each slice has it's own voice (Filter, ADSR, Pitch / Time Stretch)

    I still have a lot do do. The ADSR envelope is a little buggy.
    And I still have to implement the mode in which you can play a sampler chromatically.

    Plus a lot of all other stuff.

    I think I will release it with Inter App Audio & Midi for the moment and focus on the AUv3 side after launch.

    I've always heard that it is harder to do that. Wouldn't it be better to focus on AU first? After all, it IS the new standard. :smile:

  • @lukesleepwalker said:

    @alecsbuga said:
    I think I will release it with Inter App Audio & Midi for the moment and focus on the AUv3 side after launch.

    "Very cool project that's looking really easy on the eyes, but I'm surprised by this. AUv3 sampler is a big opportunity...." ".... GO AU FIRST!"

    I agree. Please do AU first. I don't buy anything else these days...

  • @alecsbuga said:
    You can't go AU first. An AU is a plugin inside your app. with a different interface & all.
    The thing is I've managed to load it in GB but the hard part is wiring Audio & Midi to GB and implement some sort of state saving mechanism.

    I'll ask for some help from more seasoned devs and maybe I'll launch it with AUv3 support. It shouldn't be THAT hard :))

    Launching with AU support would be preferable. It gets my money! :smiley:

  • @alecsbuga said:

    @fprintf said:
    This is really interesting to watch. In the way that I hope someone is impressed when they watch the ease at which I accomplish my occupation after decades of "study" I'm completely impressed with this and that you've chosen to share the work in progress. Subscribed!

    Thank you. Well, it's better to be transparent, listen to user feedback, and don't create high expectations and then underdeliver.
    I hate it when companies do that.

    You are off to a great start!! :smile:

  • @alecsbuga said:
    You can't go AU first. An AU is a plugin inside your app. with a different interface & all.
    The thing is I've managed to load it in GB but the hard part is wiring Audio & Midi to GB and implement some sort of state saving mechanism.

    I'll ask for some help from more seasoned devs and maybe I'll launch it with AUv3 support. It shouldn't be THAT hard :))

    That's the trick. How I solved it is by making my standalone apps AU hosts, which load the included AU plugin in the top part of the screen:

    They're also two completely separate apps in my XCode projects, which are bundled together at compile time.

  • @alecsbuga said:
    Well after countless hours of messing around and stressing @brambos @mathieugarcia I've hit the infamous roadblock.

    AUv3 is no-go at launch. The audio engine needs to be written in C and it's kind of difficult.
    But worry not. I've implemented Audiobus, Interapp audio, Virtual Midi, Bluetooth Midi.

    So as I see it you can either use the app to slice your samples, trim, etc, and export as ZIP to open in another app.
    You can use Open With -> Samplist also.

    OR

    Send midi to the app and resample the output in your DAW.

    The parameters will listen to MIDI so at least there's that. I'm going to add MIDI Learn also.

    I've messed with some sample code to generate MIDI sequences so after launch I'll add a step sequencer too, if people want it.

    I won't give up though. I've come this far now...

    Bonus: Here's a screenshot of the latest build with polished UI running on my iPad.

    Looks good! I'm glad you won't give up on AU! I'll plan on buying as soon as it is implemented!! :smiley:

  • @Audiojunkie said:

    @alecsbuga said:
    I don’t want to hype it up too much because i know how I feel when I get too excited about a new app and the developer underdelivers.

    So to make it straight. The app will allow you to play a sample as a polyphonic instrument with filter, adsr and all that. And in the second mode you will be able to load a loop, chop it up and adjust adsr, filter, etc per slice. You will be able to play the loop slices polyphonic.

    As I have the engine layed out right now, that’s what it does.

    After the initial launch, I’ll start working on more advanced features. But that’s the main functionality.

    To be clear, you are saying that it plays a single sample? It won't multisample? Also, will it have the ability to do seamless loops with the ability to zoom to loop points and apply crossfades? Finally, if it is a single sample, can we get some decent sampling time, like 20 seconds or so? That way, for certain samples we can have a nice natural decay for ambient samples. Please elaborate!! :smiley:

    Here's a video where I'm explaining the workflow
    Think of Ableton Simpler: You either load a sample and play chords with it, or you load a sample and chop it and play the slices. The slices are polyphonic.

    "Focus on AU first"... it doesn't work that way :) you can't have an empty app and embed the AU in it. You need to have a running app also. Plus the code is the same.

    I'm talking about the audio engine, which needs to be written in C. Right now I'm using AudioKit for the heavy duty stuff.

  • @brambos said:

    @alecsbuga said:
    You can't go AU first. An AU is a plugin inside your app. with a different interface & all.
    The thing is I've managed to load it in GB but the hard part is wiring Audio & Midi to GB and implement some sort of state saving mechanism.

    I'll ask for some help from more seasoned devs and maybe I'll launch it with AUv3 support. It shouldn't be THAT hard :))

    That's the trick. How I solved it is by making my standalone apps AU hosts, which load the included AU plugin in the top part of the screen:

    They're also two completely separate apps in my XCode projects, which are bundled together at compile time.

    That was my plan also. That's why the main UI is focused on the top metallic part. That is the View Controller which should've been embedded in the AU.

  • @alecsbuga said:

    @Audiojunkie said:

    @alecsbuga said:
    I don’t want to hype it up too much because i know how I feel when I get too excited about a new app and the developer underdelivers.

    So to make it straight. The app will allow you to play a sample as a polyphonic instrument with filter, adsr and all that. And in the second mode you will be able to load a loop, chop it up and adjust adsr, filter, etc per slice. You will be able to play the loop slices polyphonic.

    As I have the engine layed out right now, that’s what it does.

    After the initial launch, I’ll start working on more advanced features. But that’s the main functionality.

    To be clear, you are saying that it plays a single sample? It won't multisample? Also, will it have the ability to do seamless loops with the ability to zoom to loop points and apply crossfades? Finally, if it is a single sample, can we get some decent sampling time, like 20 seconds or so? That way, for certain samples we can have a nice natural decay for ambient samples. Please elaborate!! :smiley:

    Here's a video where I'm explaining the workflow
    Think of Ableton Simpler: You either load a sample and play chords with it, or you load a sample and chop it and play the slices. The slices are polyphonic.

    "Focus on AU first"... it doesn't work that way :) you can't have an empty app and embed the AU in it. You need to have a running app also. Plus the code is the same.

    I'm talking about the audio engine, which needs to be written in C. Right now I'm using AudioKit for the heavy duty stuff.

    I've never used Ableton's Simpler. Is it going to follow the same premise? I'll also check out the video. Thanks in advance!

  • @alecsbuga said:
    Well after countless hours of messing around and stressing @brambos @mathieugarcia I've hit the infamous roadblock.

    AUv3 is no-go at launch. The audio engine needs to be written in C and it's kind of difficult.

    Yes I had heard repeatedly that the AUv3 Audio Engines wouldn’t yet be doable in Swift.

    Perhaps Swift 5 will make this possible
    https://github.com/apple/swift/blob/master/docs/OwnershipManifesto.md

  • Ok guys. I have a build ready to test.
    Add your emails here and you'll receive invites. You should follow the simple steps on those invites.
    PS: iOS 11 needed. It will work for 10 also, but right now I haven't focused on that.

    What to test:
    • Open files from Files.app
    • Export zips
    • Trim, Chop, etc.
    • Pay attention to chopping, zooming. There's a HOLD gesture on each slice to enable slice delete button.
    • MIDI wired & bluetooth. Right now, CC 20, 21, 22, 23 are mapped to LP Cutoff, LP Resonance, HP Cutoff, HP Resonance. Play with those.
    • Each slice has it's own settings. You can choose EDIT ALL SLICES and alter all slices at the same time. feedback needed here.

    Feedback on UX is more than welcome.

    What's buggy at the moment:
    • ADSR envelope when playing chromatically.
    • Timestretch
    • Pitch shifter adds delay to the signal processing chain. Can't get away with that at the moment.
    • Probably you'll get some crashes so don't worry.

    If you have feedback, send it to [email protected] With the subject "Samplist feedback". Let's not create an organized mess in here :D

    Signup here:
    https://goo.gl/forms/TFs3ImXJObILaWPJ2

  • edited February 2018

    Congrats @alecsbuga on building this awesome app so quickly with AudioKit. You are an inspiration to developers everywhere looking to take the plunge into audio programming. And, the UI and interface is friggin awesome!

    <3

  • @alecsbuga said:
    Ok guys. I have a build ready to test.
    Add your emails here and you'll receive invites. You should follow the simple steps on those invites.
    PS: iOS 11 needed. It will work for 10 also, but right now I haven't focused on that.

    What to test:
    • Open files from Files.app
    • Export zips
    • Trim, Chop, etc.
    • Pay attention to chopping, zooming. There's a HOLD gesture on each slice to enable slice delete button.
    • MIDI wired & bluetooth. Right now, CC 20, 21, 22, 23 are mapped to LP Cutoff, LP Resonance, HP Cutoff, HP Resonance. Play with those.
    • Each slice has it's own settings. You can choose EDIT ALL SLICES and alter all slices at the same time. feedback needed here.

    Feedback on UX is more than welcome.

    What's buggy at the moment:
    • ADSR envelope when playing chromatically.
    • Timestretch
    • Pitch shifter adds delay to the signal processing chain. Can't get away with that at the moment.
    • Probably you'll get some crashes so don't worry.

    If you have feedback, send it to [email protected] With the subject "Samplist feedback". Let's not create an organized mess in here :D

    Signup here:
    https://goo.gl/forms/TFs3ImXJObILaWPJ2

    iOS 11 only?

  • Cool signed up now.

  • @Jumpercollins said:
    Cool signed up now.

    Read carefully :)

  • @alecsbuga said:

    @Jumpercollins said:
    Cool signed up now.

    Read carefully :)

    Will do have screen saved what to test on iOS 11.2.6 iPad Pro 9.7 (2016 Model)

  • @alecsbuga I'm interested in testing, but....Does this currently only have iPad support, or is this Universal? I use my iPhone exclusively...

  • edited February 2018

    The Samplist process has been great to watch: Inspiration, idea, concept, execution, unnerving incorporation of yellow into otherwise immaculate design, breakthrough, beta.

    And it happened so fast! Are you sure there's no danger that you're working with technologies from the future and Samplist will lead to our own annihilation?

  • Anybody on the beta: I received the invitation but couldn't answer my email, and now it's hidden in the bowels of gmail. Who is the sender? Can anyone offer a keyword from that message so I can find it and do my part to bring this piece of genius to the ipad?

  • @analog_matt said:
    Congrats @alecsbuga on building this awesome app so quickly with AudioKit. You are an inspiration to developers everywhere looking to take the plunge into audio programming. And, the UI and interface is friggin awesome!

    <3

    What Matt said. I just caught up with the last two pages and holy wow!

  • Status: In Review :)
    Oh boy oh Boy.

    I've submitted it to App Store because I know the first review takes a while to process, But I'm planning to upload a new build and THEN release it. Hopefully Monday / Tuesday is live.

    It's been an awesome journey!

  • Only just got getting into it due to iPad issues lol. But from the little I’ve seen it should be very useful within certain apps. Good luck with the launch :)

  • iphone?
    Universal?

  • @Audiojunkie said:
    iphone?
    Universal?

    No man. I already said like a couple of times. iPad only. At least at launch.

    On another note IT HAS BEEN APPROVED!!!
    In record time. Geez. It's my fastest app!

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