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K-Machine : Big Impakt, Great App

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Comments

  • @wim said:
    @kolarg98, thanks for your answers on lfos, it will be interesting to try to embed an LFO in the shader code. For kicks, I think I'll try to make parameters for to adjust the speed and amplitude as well. Should be fun if I can ever find the time.

    I wouldn't worry about adding LFOs, especially if you plan to add midi control. If all the adjustable parameters can be midi-learned and the app is Link enabled, just about anything can be done. B)

    Yes I will definitively go this way;)

  • Just to follow on the problem reported by @InfoCheck previously (crash on loading shader file) I post here as some others may be concerned: the bug occurs when the created shader file ends up with windows type line break (\r\n) so I think it should not happen when the workflow is textEditor>>ITune File Sharing>>K Machine (but if it happens please contact) .This problem is fixed in the upcoming release.
    Another bug did provoque some random crashes from time to time. Hope it didn't affect to much, and is also identified and fixed in the upcoming release (almost ready to be sent for review on Appstore)

  • @u0421793 said:

    @kolarg98 said:

    @u0421793 said:

    @kolarg98 said:

    @u0421793 said:
    Absolutely - don't bother building in any LFOs, merely make control aspects available over midi, such that midi control change messages from other ipad apps are able to be translated into useful parametric alterations (both sonically and visually (and visually either by response from shaders, or control of the actual viewport and camera position outside of shader level)). For this to be at its best, it'd need to appear hand in hand with Link synchronisation.

    @u0421793

    • 100% agree with the priority on midi, furthermore the system keep simple.
    • Concerning the control of viewport and camera position outside the shader level, I think it is a very interesting point and I would be interested in your motivations. On my side, here also, in early prototypes, that's what I was doing, and then drop the idea, as, to me, it is firstly a new level of complexity added, and secondly, can be also a kind of creative constraint imposed to the user as, per se, the shader only handle the creation of the final image, and there is not really an imposed 3D format (hope you see what i mean i may not be clear, and in fact I know there are many discussions about this on some forum or else...;) Now some users may want to only work on 2D creations. And in case 3D is needed, it can perfectly be handle inside the shader, through the controllers (what I have done in the default shader_TriangleSolarXYZPosControlled.glsl, where controllers 5, 6 and 8 respectively control the x, y and z positions, or rotations I don't remember).
      Also some users may want to only work at the fragment level, so the 'outside shaders camera' solution would be useless (for sure there could be a switch or something)..
      The only good point I could see is in term of computation: if some camera calculus are done on the cpu, outside the shader, and only transmitted once per rendering, it's as much calculation that is not repeated for each vertex calculus, so it may have a positive impact on performances. I think I should do some real performance test should be done to really know the answer.

    I suppose one motivation for camera / viewport control is that if someone has no idea how to put together OpenGL / webGL content (and I'm more or less in that category, I started on it about 5 years ago, didn't understand any of it, and only recently have remembered it existed) then they can still, for example, find a simple box or pyramid of vertex primitives that does nothing dynamic by itself, and yet still make it 'dance' or 'jiggle' about a bit by waving the camera around in time to the tune.

    Another motivation is to work on proper songs, where the verse and chorus are different views or scenes altogether, or even at the level of riffs, a particular riff or motif corresponds with a particular camera scene, and at other times you don't see that scene. In other words, the composition compositing is outside the shader code, the shaders correspond, kind of, with a track or instrument, but the camera views compose different scene combinations over the time axis. When a shader scene is not in view, I don't know - should it be killed or paused, as it'll still be calculating away frantically when off camera, which may be for some time until the next appearance.

    I daren't go into the application itself, it is too noisy and frightening, like a caravan full of uncontrolled chimpanzees and ten drum kits. I shut the door and run away. My preference is for a lot slower more peaceful visual and sonic scenes - relaxing stuff, with meaningful juxtapositions.

    "like a caravan full of uncontrolled chimpanzees and ten drum kits"
    :) well I guess I would enter and close the door for a jam session :smiley:

    more seriously, ok, I understand, and yes it would be very nice to be able to load models, create scenes and lights, and in this case I would perfectly see that a external camera could be useful. Maybe this will come, and it will be a lot of work, I doubt its the kind of project I could do all by myself, and also I must say for the moment I am more interested in the abstraction/generative thing, and to have a fast simple, open and performant tool that let me create the audio visual experimentations I imagine. It's maybe a bit the difference between https://sketchfab.com/ and vertexshaderart.com ...I don't put figuration out of the equation, nor what you call 'proper songs', and think your idea may be very interesting though (like the camera node thing), but I would have a lot and lot of work before I could create this kind of real time midi responsive 3D Studio max on ios ;) ...and also well, people have different tastes ;)

    I agree, it is a big thing. On the web, in SVG it'd be (in 2D, flat) just a matter of firtling around with the viewport vs viewbox and transformations (i.e., the bit that nobody understands), to emulate a pan and zoom. Again, this would be flat - pan north south east west and embiggen or ensmallen. But that's SVG - easy, because the user agent does the heavy work. If it were html5 canvas, the whole thing would need recalculating and redrawing, and that's down to the same level as the content code. I'd estimate it is similar with your thing, unless the Apple iOS viewport offers some handy handles to connect to midi CC, entirely outside of what goes in the viewport (gl or otherwise). I've no idea with app programming, not my area of understanding.

    On an entirely unrelated and distinct note, and especially if you're into functional programming, what do you think of this:
    https://en.m.wikipedia.org/wiki/Set_theory_(music)
    (Don't ask, I won't know the answer)

    sounds cool; and you could maybe use some webgl to make the thing run by on the gpu.

    and yes, well set theory is interesting for sure;)

  • Tat soundz great!

  • I've been trying to figure out how to use K machine so I thought I'd share my first few attempts. The Dropbox PLU_Collective.zip file has all of the K machine folders with the files you'll need to down load via iTunes or iFunBox into the App File Sharing folder of K machine installed on your iOS device (include the three folders and all the files they contain). Here are screenshots from an iPad Mini 2, iPhone 6, and iPad Air 2 running the same Bound.kol preset. The iPad Mini 2 has a much lower level of animation capability than the other iOS devices.



    I created the shader_gears.glsl file using the five tutorials by gman available at vertexshaderart.com and the shader_bound.glsl file was adapted for K machine from the Bound glsl posted by gman at the same site.

    In terms of being able to create and adapt existing glsl files for K machine using files posted on vertexshaderart.com, after going through the tutorials, it's roughly as difficult as trying to modify HTML code from a template based approach.

  • @infocheck great work, you have set the bar.
    Im going to dedicate a bit of time to finish the tutes and mod an existing vertexshader from the website. I really like technoball from the website, the code is short but its a devil to work out which parameters to expose. Im just going to go for trial and error.
    Are you still enjoying it?

  • @Richtowns said:
    @infocheck great work, you have set the bar.
    Im going to dedicate a bit of time to finish the tutes and mod an existing vertexshader from the website. I really like technoball from the website, the code is short but its a devil to work out which parameters to expose. Im just going to go for trial and error.
    Are you still enjoying it?

    Thank you, I'm still enjoying the app (I purchased it this week) and the developer has plans for improvements as well. Knowledge gained from the tutorials combined with trial and error will allow you to do quite a lot with the app.

  • @infocheck was looking again at the images (that's cool !), however a bit surprised the Ipad air 2 fps are at 47 fps when the iPhone 6 is 57fps..I will have a look at this, should be A8 vs AX8. Could also be my fps routine is not perfect. For the IPad mini 2, for less powerful devices, the system automatically reduce the total number of used vertices.

  • Hi there,
    Just to notify a new release (2.04) of the K Machine:

    1. Start/Stop animation button
    2. Audiopaste: samples are copied in the selected directory
    3. Audiostore added
    4. Inside loop selection tool: select a portion of a loop for more precise edition. (controllers changes only apply to the selected portion of the loop)
    5. Transition duration controller on the visual track ( Allows to modulate shaders transition from 0 to 1000 ms).
    6. Name of the parameters set in the shader file code automatically appears in the controllers labels.(#define myParameterName 4.//KParameter0 1.>>5. --> myParameterName in the controller).
    7. Users settings, option to load last saved file on startup.
    8. Fixed bug that randomly and occasionally crash the application.
    9. Fixed bug creating imprecision on parameter controllers fine settings
    10. Fixed bug creating imprecision on background color parameter controller
    11. Fixed bug when loading shader files from window (line break format problem).
    12. Fixed sound glitches on track opening.
    13. Overall stability and speed improvements.

    I haven’ finished Ableton Link integration yet, but should be there on the next release.
    Also very late on tuts, but I’m seriously on it;)

  • Hi there,
    Just to notify a new release (2.04) of the K Machine:

    1. Start/Stop animation button
    2. Audiopaste: samples are copied in the selected directory
    3. Audiostore added
    4. Inside loop selection tool: select a portion of a loop for more precise edition. (controllers changes only apply to the selected portion of the loop)
    5. Transition duration controller on the visual track ( Allows to modulate shaders transition from 0 to 1000 ms).
    6. Name of the parameters set in the shader file code automatically appears in the controllers labels.(#define myParameterName 4.//KParameter0 1.>>5. --> myParameterName in the controller).
    7. Users settings, option to load last saved file on startup.
    8. Fixed bug that randomly and occasionally crash the application.
    9. Fixed bug creating imprecision on parameter controllers fine settings
    10. Fixed bug creating imprecision on background color parameter controller
    11. Fixed bug when loading shader files from window (line break format problem).
    12. Fixed sound glitches on track opening.
    13. Overall stability and speed improvements.

    I haven’ finished Ableton Link integration yet, but should be there on the next release.
    Also very late on tuts, but I’m seriously on it;)

  • @kolarg98 said:
    @infocheck was looking again at the images (that's cool !), however a bit surprised the Ipad air 2 fps are at 47 fps when the iPhone 6 is 57fps..I will have a look at this, should be A8 vs AX8. Could also be my fps routine is not perfect. For the IPad mini 2, for less powerful devices, the system automatically reduce the total number of used vertices.

    https://everyplay.com/videos/44060339

    Tested the app this am after the upgrade and all seemed well.

  • shadertoy.com has great shaders!

  • @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

  • edited June 2017

    Nice!
    AB 2 is not supported?

  • edited June 2017

    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

  • @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

  • @RustiK said:

    @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

    Lookks and sounds good! :)

  • Cool beats

  • @mannix said:

    @RustiK said:

    @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

    Lookks and sounds good! :)

    @Richtowns said:
    Cool beats

    Thank you I appreciate it

  • @RustiK said:

    @mannix said:

    @RustiK said:

    @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

    Lookks and sounds good! :)

    @Richtowns said:
    Cool beats

    Thank you I appreciate it

    Yeah, cool beat and sick visuals. Waiting for update with shadertoy support.

    Anyway, is KM only with AB3 campatible? I don't see Km in ab2 as recaiver

  • @foxal said:

    @RustiK said:

    @mannix said:

    @RustiK said:

    @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

    Lookks and sounds good! :)

    @Richtowns said:
    Cool beats

    Thank you I appreciate it

    Yeah, cool beat and sick visuals. Waiting for update with shadertoy support.

    Anyway, is KM only with AB3 campatible? I don't see Km in ab2 as recaiver

    Hi foxal, It is only ab2, strange you should see KM as an emettter or receiver, I will contact you when I'm back home so we can check;)

  • After rebooting I see.

  • @RustiK said:

    @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

    @RustiK this is a cool one !
    For wav export not presently :( this is why I have add Audiocopy on last release, but I'm working on it, I know it would be useful to be able to export the wav from one loop or the the whole animation or an 'action record'. You will have to use Audiobus for the moment.

    for the top menu button, yes it can be a little confusing I guess, but, as I have not had the time for a real tut now a little recap:

    • first 4 buttons : work with loop. in order: copy loop to clipboard, paste loop at selected, clone current loop to the end of the animation, delete current loop

    • green panel:
      1) play the loop sequentially, one after the other.
      2) and 3) record/replay your actions on the loop panel.
      4) record on the fly video
      5)pause/start animation (sound and visual)
      6)sound on/off
      7) 'controller action': this is the most cryptic one, but very useful when playing live and using mapping for some loops, as it determine if you action on a loop controller are permanent (recovered next time you select the loop) or not.
      when on, your actions on the controllers are recorded in the animation (you can see this in the sequencer)
      when off your actions on controllers are not recorded in the animation

    For the shaders, normally, any shader from vertexshaderart.com can be copied/paste into a file and loaded into the K Machine, without any modification. The only thing is you wont have any controller if you do not create them by modifying the code. But a lot can be done already without controllers, only with shader switching. I know I should also do a tut very soon on this, sorry for that, I'm running after time. But it will come;

  • @foxal said:
    After rebooting I see.

    @foxal ok thanks for feedback, I will check this

  • @foxal said:
    After rebooting I see.

    @foxal ok thanks for feedback, I will check this

  • https://everyplay.com/videos/44116819

    Here is my am session today as I do my KMACHINE 1 per day series.

  • @foxal said:
    After rebooting I see.

    @Richtowns said:
    Cool beats

    @mannix said:

    @RustiK said:

    @foxal said:
    shadertoy.com has great shaders!

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @kolarg98 said:

    @foxal said:
    shadertoy.com has great shaders!

    @foxal yes:) hopefully fragment shaders ( as shadertoy.com and also http://glslsandbox.com/) should also be available very soon in the K Machine ;)

    https://everyplay.com/videos/44088849

    Here is my little session I did this am. Did you know that while recording you can adjust parameters(VOLUME) live? That is huge for me knowing this.

    Mr. Kolarg98, is there a way to export project as .wav?

    I am still wondering what many of top buttons do but I guess I will figure it out.

    Thanks for the shader info from you other posters, I am going to look into it. If you have ones I can use with KMACHINE - I would appreciate it.

    I think time to learn how to code it.

    Lookks and sounds good! :)

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    https://everyplay.com/videos/44116819

  • @foxal said:
    After rebooting I see.

    @foxal ok thanks for feedback, I will check this> @InfoCheck said:

    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @InfoCheck said:
    Shaderific is a recently updated app I'm going to purchase to learn how to create my own glsl code as I've grown tired of stumbling around in the dark. I'll yet you all know how it works for me.

    @InfoCheck I would be very interested in your feedback about it. Sounds like a good move, as K Machine should very soon integrate open-in function for glsl files, and fragment shaders support is on its way.

  • ^ open-in will make a big difference. Go K Machine! Top app

  • edited June 2017

    @kolarg98 Shaderific has helped me to understand glsl much better but it is definitely oriented towards fragment shaders so it'll be even more useful when that happens in Kmachine. It allows you to import from your camera roll or even a live feed from your device's video camera to create textures, and it has Dropbox support to import obj models that you can then apply shader textures to. There's a built in editor and a glsl reference section that describes different aspects of glsl.

    Here's a screenshot of the head model with a texture created from a Kmachine screenshot.

    I've never been much of a programmer, but I've been able to modify some of the shaders posted on vertexshaderart.com so they work with the parameters to control them with the visual sequencer in Kmachine.

    @RustiK here's woozy glsl shader file with accompanying screenshot in Kmachine.

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