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 one is so obvious that it strikes me that perhaps there are concerns about lawsuits?
Nanostudio 2.
Agreed. Sounds like Loopy MP will have all of the ingredients baked in. Hoping it can be a UI pivot at some point for honorable Mr. @Michael.
Garageband already has a clip launcher.
And, being a very happy camper with Auria and all plug-ins, there are two things I wish Auria could provide so I never reach macOS at all for music production: a melodyne-type pitch correction tool (a monophonic one would be more than enough) and a true sampler, EXS24-style at least. Of course, I don't expect Rim to add these features any time soon, if ever, because he already offers a hell of a package, so I hope third party developers step in.
Well, that's something for someone else to answer, because I generally dislike clip launchers, and really dislike Ableton Live. But indeed Garageband has one, and I've been told it's beautiful and easy to use. In fact, Garageband would be a real workhorse if it wasn't such a walled (caged?) garden...
Hello!! I went to the site for the first time. I strongly advice
Indeed. I'm just not sure if it ever comes and when it's there if it's not behind the competition. For sure it's hard for a one man show these days.
But then, BM3 seems to have no proper synth.
No iOS DAW has a good hybrid synth and NS1 has still things i don't find elsewhere.
I hope it still gets an iPhone version (and hopefully a desktop version as well).
What about Novation Launchpad? That one has controller support.
A little app which could trigger from midi a programable screen coordinates... to give garageband clip lauching remote control support.
Melodyne-esque pitch editing and a way to get samples out of Kontakt libraries inside the box.
By the way I'm surprised to see so many requests for 25 year old legacy desktop functionality on our futuristic devices. Let's have a little imagination guys! The only reason it like that on those old machines is that there wasn't any better way to implement it at the time.
All synth apps adding a no keyboard/full screen larger/more controls option. For midi keyboard use.
Seriously though...I don't know. Good question though.
Some things just works.....
Maybe i'm too old yet but removing things and replacing them with workarounds is not better. Even if that might be the future.
Absolutly +1!
Why wasting the already limited space.
Vice versa i would like to have really full-screen virtual keyboards as well.
Why is the Model 15 Animoog keyboard so awesome but so small.
So there is much still missing in some apps to make multi-touch what it could be.
@Cib there are a few old workarounds that we don't need to work around any more
I think true innovation happens when a new idea is born from needing to solve a problem ,
rather than being new for newness sake.
Whilst your statement may read well , it leaves me confused .
Are you referring to Clip Launching as 25 year old legacy desktop functionality ? , if so there are 2 ironies here to me .
OLD : Is 25 years old if the idea still works , & is being developed further , especially given our " futuristic devices" are even older in 60s StarTrek fiction & 80's PalmPilots reality . We had linear DAWs on mobile touch devices before ClipLaunching appeared .
LEGACY DESKTOP : = mouse , which is why there was an explosion of clip launch hardware to allow full multi touch use of the new software paradigm which the single mouseclick of the desktop doesnt allow .
So it seems to me the ClipLaunch paradigm is perfect for multitouch screen .
I therefore agree with others it's maddening it's yet to be done successfully on IOS ,
( BM3/LoopyME/MidiSequencer future clip app ...here's hoping )
but for me the irony is people in thread above still want hardware cliplaunch control when touchscreen already offers this ( knobs are different I know , I just mean the buttons)
So if haptic feedback arrives , I think the biggest irony will be a return to skeumorphism ,
as IOS design will return to big chunky buttons because it will feel like we're pushing big chunky buttons .
In my longstanding argument with Loopy's Michael about his disdain for " button soup " against my disdain for his " invisible noodles " of unseen gestures , I think haptic feedback will win it for the buttons , & no longer will a user's mistaken tap become a double tap , or a hold or a swipe or drag , with chaos ensuing as unexpected events unfold .
So I suspect our " futuristic devices " will end up looking like a 2D paperflat steamrolled version of our previous hardware devices , except when we touch them they will still feel
they have a 3D depth to the button /key press .
**
It also occurs to me that there has been astonishing innovation within seemingly ancient legacy .. Mozart would not seem too astonished to see a modern composer scribing notes on a musical score ..albeit an Apple pencil into Notion .
His amazement , I suspect , would be the magic orchestra playing the notes instantly as written from out of the manuscript ...
And possibly at the cacophony of a modern composition !
really?....
At least 16GB RAM & 1TB solid state storage. (Specifically, for me, to be able to stream larger orchestral samples but it would be generically useful - along with a faster CPU). Proper file management. The ability to close down processes and services not being used during music production. Consistent MIDI across apps. FabFilter plugins as AUs. Standalone Alchemy that supports the original sound libraries. I/O device aggregation.
The ability to install android apps.
LOL, before that happens we will see a multi-touch macOS or windows 10 offers this (wasn´t there something about this already?)
Two things for me:
I wish Figure would export raw midi files similar to the way Troublemaker does. It's a great writer's block tool, but the synth sounds themselves are too easily identifiable. I find myself trying to recreate the lines I create in Figure with other synths, but I never get it quite right.
If I could write code, I would work on an AU instrument that was basically a self-contained one track sampler, meant to load into AU. What I am thinking is something along the lines of reslicer, expect with out all of the arpeggio stuff. Something more like the sample editor for Renoise, (velocity layers, key ranges, slicing/triggering, loop points w/ ping-pong, ADSR envelopes), except completely standalone.
Many developers work on a cross platform development model and create apps that can work on multiple platforms while minimizing the resources required to do so. In terms of music apps, the more traction music creation Android apps get, the more likely there will be versions made for iOS as well.
That's not the same as what I said, that's the opposite - buying an app twice, once on android, once on iOS, because of ridiculous barriers. You end up with the same app, both of which run on the same processor and pretty much the same hardware, but can't be interchanged. It's the same stupid situation as existed on desktops, with their proprietary barriers.
Further to this, almost all of the apps that already exist that produce (usually uncontrollable and not interactive) synthetic visual output can't actually record it to the very iPad it is running on! Remove the stupid restriction on being able to generate visuals and save it to the device.
For example, who among us has bought something like Frax HD, and upon discovering that you can't even save out a video, thought "well, what fucking use was that?" - most similar visual generating apps such are crippled in the same way. There's no valid reason for this. Imagine if you couldn't save created visual work on a desktop computer - there'd be no computer generated graphics industry.
Just release Gadget v3 and then I'll be happy lol ...
PS : not kidding, after years of playing with almost all iOS apps, I realized that Korg Gadget was the only tool I really get creative with and I'm almost about to delete all apps from my iPad but Korg Gadget, Module, iM1 and Odyssei... With audio track support, this is going to be sufficient for me ;-)
Caustic is an example of an app that runs on both platforms and so does SunVox. You never specifically raised the issue about buying apps on each platform in your original post, but it is certainly possible for developers to setup pricing structures to bundle their software. I'm okay with developers getting compensated for the work they do on other platforms and sales specific to a particular platform provide developers with feedback about how they should distribute their development resources based upon consumer demand.
You assert that Android and iOS devices are pretty much the same, but I don't think developers will see it that way as they have to design GUIs and find a code path that will work in the different environments. Even on iOS there are differences in phones and the differences in Android phones are even more so. More than many other apps, I think differences in the GUI change the experience quite a bit for music creation app users so designing an appropriate GUI requires work. So while the app may have the same functions, it does require adaptation work to use on different devices.
There are advantages and disadvantages to both open and proprietary approaches so that's why we have both in all sorts of apps and hardware.
On the open system side of things, the Web MIDI API is a cross platform way to have music apps with no additional development costs associated with them; however, Apple has been dragging on implementing support for it on iOS.
Thinking of this list in the context of AB3… Won’t it be a significant improvement in terms of MIDI FX, assuming these MIDIflow filters get released?
In the meantime, if anyone has good advice on a chorder, that would be really useful.
This is only anecdotaly on topic, but I find the discussion interesting, and apart from saying I've always been impressed by SunVox being available on almost every platform known to man, but I've come across another (iOS) non-music app that has an interesting price structure: Pleco it's called, and is basically a language (mandarin/chinese) teaching app.
It is a free app with premium IAP's (IAP bundles around $30-60 depending on what you'd like). So far so normal, but it was when I read up on their license I raised an eyebrow, as they basically lets you transfer your license between platforms, as they recognise the fact that people can, and will, change phones and even platforms. I found that thinking very generous, which actually became the purchase trigger for me (even though I don't plan to swap platforms I think generous and wise license handling should be supported...and I needed the app of course...). http://www.pleco.com/support/
I might be the odd one out though, as I often purchase things if I see value in them and the license is extraordinarily flexible. Examples over the years: RAW photo editor Bibble allowed you to install your license on all your machines, as the license was personal regardless of what platform you were on. Nice. Instant purchase. Sadly they have been eaten up by Corel these days, which has a completely different license strategy.
One of my favourite Content Management Systems (CMS) for web sites, called Kirby, is completely open source and you can download the full thing at any time. It is only when you release something live that they ask you to, but don't enforce you to, purchase a license. I've bought several.
Extreme metal band Angelmaker ran a "name your price" campaign on all their albums for a week last year, which is interesting as they are on a label and are a touring band that is well past the garageband (the concept, not the app...pretty sure they don't use the app...) status. As I know any and all extreme metal bands basically are struggling to make odd ends meet financially, but I found their wish to spread their music to a larger audience more important (to support a tour) I saw it as a trigger to finally purchase their entire discography, for the same price as it was charged in other places (iTunes etc, basically $10/album, knowing most of it will go to the band and not Apple etc).
Just saying, being open to being as flexible as possible can probably trigger more people like me actually purchasing (with money).
Back on topic, one thing that I do miss on iOS would be the ability to run automated price tracking on IAPs.
I think the market on other platforms is very different (maybe Android is more similar).
Plug-ins cost more and mostly you can´t use as much licences like you want but you have full demos, you can resell licences, transfer them to your other devices and you buy direct from developers and can get special upgrades, sales, group buys and whatever. Also while it seems that most iOS developers do it as a side project, in the plug-in world there are more which do this for a living, also very small teams.
In a perfect world i buy a tool and then just choose where i want to use it.
There is a reason why iOS apps are (mostly) so cheap.
In general i say you get what you pay for.
Not quite the same but it´s a step in the direction for sure.