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 Store

Loopy Pro is your all-in-one musical toolkit. Try it for free today.

Sample libraries for iOS

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Comments

  • I personally don't like the overall environment as it seems to be tied to Visual Studio, which is an unbelievable amount of rubbish imo. Yes, I have a paid license for that... o:)
    But you may legally use the whole JUCE lib free of charge if revenues are less than $50k.
    What's debatable about that ? You don't have to pay upfront.
    For $200k revenues they ask a humble $700 'share'... c'mon ;)

  • @oat_phipps : Right on the money re: Auria Pro

  • If you're willing to write scripts you could certainly turn a sample set into a TJ or BM instrument. A weekend and some python or ruby should do it.

  • @oat_phipps said:
    I'm disappointed the Auria sampler never got more robust as it was implied it would be. It loads many, many exs files just fine but can't handle super multi-layered or modulated ones.

    In fact, there are many things in Auria that have lacked improvement or fixing in nearly 2 years since the Pro release, but I overlook them due to FabFilters.

    I had my doubts long ago that Auria Pro would evolve quickly, if at all. It took forever to release the Pro version---seemed like I waited years, postponing other DAW purchases figuring AP was going to be The One. It's such an ambitious app for a single programmer to handle. Always many bugs to fix. Apple updates keep messing it up more. Even finding free time, it doesn't look like there's much monetary incentive to add new features or improve it. How many new customers are there for an app like that?

    I don't have any inside info, but that's what makes sense to me. I'm not expecting anything new. I'll just enjoy what it is.

  • @lovadamusic said:

    @oat_phipps said:
    I'm disappointed the Auria sampler never got more robust as it was implied it would be. It loads many, many exs files just fine but can't handle super multi-layered or modulated ones.

    In fact, there are many things in Auria that have lacked improvement or fixing in nearly 2 years since the Pro release, but I overlook them due to FabFilters.

    I had my doubts long ago that Auria Pro would evolve quickly, if at all. It took forever to release the Pro version---seemed like I waited years, postponing other DAW purchases figuring AP was going to be The One. It's such an ambitious app for a single programmer to handle. Always many bugs to fix. Apple updates keep messing it up more. Even finding free time, it doesn't look like there's much monetary incentive to add new features or improve it. How many new customers are there for an app like that?

    I don't have any inside info, but that's what makes sense to me. I'm not expecting anything new. I'll just enjoy what it is.

    It takes time with all those one man developments.
    U-he said once that it took them about 1 year with 15 people to create Repro-1.
    And even bigger companies like NI needs a lot time for new products or updates.
    So for BeatMaker 4, NanoStudio 3 and the next Auria major update it will took 10 years maybe? :)

  • It's less a problem of headcount but developement environments, which have grown clumpsy to an insane level - in particular the Windows .Net system.

    GPU accelerated drawing is fast as lightning today, but dealing with interaction isn't smart at all. No big deal for a plugin surface, but there's a catch:
    If you want the drawing, you're tied to the whole complex thing.

    In earlier versions graphic routines could be adressed directly with few effort.
    My own customized database system for content management uses just a dozen GDI routines for bitmaps, rectangles, text drawing etc and is about 200kB of source text.
    (yes kBytes - roughly the amount of Javascript Dropbox presents on it's download page)
    It's based on a single library of 2 MB of object code for core processing (most in assembly) which performs (almost) independant from the OS.

    Never mind the details, but such 'independance' brings a nice side effect:
    deployed stuff isn't affected by OS changes any more.
    While M$ will hardly ever cease the GDI drawing shit, it wouldn't matter much anyway:
    just one DLL to replace that dozen routines would be all that's needed.

    I know the difference pretty well, as 'my' system in fact has an interface for .Net, too.
    (impossible to escape it in business environments)
    That interface acts similiar to a 'service' of about 6 routines, and lets me decide which software aspect is handled by which system.
    I used the WPF flavour of the SDK for (obvious) presentation of data and it can do a lot of fancy drawing, but handling of results and interaction is a pita generally.

    Sorry for the extended ot (mainly to proove it's not some antipathy driven blurb, but based on real-world experience).
    Bottomline: I'd estimate my personal efficiency beween 5-10 times higher than a 'native' Microsoft-only approach. Which is rather conservative than exaggerated.

    I've even considered to build some hybrid systems with a server backend and an IOS frontend for the GUI stuff, but always lacked time to dwelve deeper into XCode.
    At least Apple's system must be way more efficient than Microsoft's or we wouldn't have that sheer amount of apps.

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