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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Comments
It's great that Audio Damage seem to be flooding us with weekly apps! It's a cool release strategy.
The release schedule is going to slow down as soon as I have the iOS stuff caught up with the desktop stuff. Then it'll be more or less at parity. We just happened to have a whole bunch done at one time.
(It seems like I'm just whacking these out, but we've been working on this for several months.)
We are by no means underestimating the quantity of your activity; just applauding it![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
@Chris Randall, when you say
How extensive will your iOS product line be compared with what you offer for desktop?![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
Rambling stream-of-consciousness warning:
It should be more or less the same. There are some products that might be troublesome, as they were designed before iOS even existed, or that just don't make a lot of sense in this context. (Someone wrote us asking for Ratshack Reverb in iOS this morning, for instance, which would probably be more trouble than it was worth.)
But the way we're rebuilding all these products, we get the iOS version more or less as a side effect, so it doesn't take a whole lot of effort to massage it in to place.
One thing I need to do specific to iOS is rewrite the preset handling to take the AUv3 weirdness in to account. I sort of hacked our desktop preset mechanism in to place to work with the AUv3s, but I'm not very happy with it. We're waiting for the fine folks at Roli to add the app group functionality to JUCE, which we need so the AUv3 and standalone can work from a common preset folder, and the standalone can then copy from the user docs folder to the common folder, but if they take much longer, we may have to take a swing at it ourselves.
But otherwise, it takes me about a day to turn an existing JUCE 5-based desktop plugin in to an iOS plugin; some will be harder (for instance, I'll have to create multiple displays for Phosphor, which the desktop version won't need) but on the whole, it's pretty painless. It actually takes longer, in most cases, to prepare it for release in iTunes Connect than it does to make it.
Anyhow, I would expect the vast majority, if not all, of our products to see iOS releases. We also have a couple ideas for iOS-only products, or ports from our Eurorack line that don't make a lot of sense on the desktop. For instance, we were talking yesterday about our Enso looper (which is a Eurorack prototype we've been showing for a while now at events.) It would be kind of pointless as a desktop plugin, because it mostly duplicates the functionality of the Looper plugin included in Live. But there really isn't a tempo-synced looper like that in iOS, and we were remarking that it would be alarmingly useful in AUM. So we might do some things like that.
Keep in mind, though, that iOS is not our core business. It's up to you guys to change that. For what it's worth, Grind iOS has outsold (in units) Grind on the desktop by about four times, so the market is definitely there. When one of the iOS versions sells more (in dollars) than one of the plugins, well, we might need to re-assess our decision-making paradigm.
Long story short: don't be afraid to write me and ask me for specific features via the Audio Damage website contact button (which goes straight to me; we are a small company.) I don't always know what it is you guys want, and I can't read every forum there is, so the best way to get something specific is to ask for it, and if we're doing something wrong, we can't fix it if we don't know about it.
As an aside, re: the pricing model. These are so cheap because the desktop version is subsidizing their existence, and we'd like to build a strong and viable presence in iOS. If we made something iOS-only, that didn't have a desktop plugin supporting its development, it would cost a bit more. If that's a terrible thing that will ruin everyone's day, let me know now.
Firstly, I think this initiative you are taking in bringing your desktop portfolio to iOS is very exciting. As far as pricing, I think the success of the FabFilter plugins in Auria has shown that for many, myself included, the ability to use desktop-grade plugins on this platform is something we are willing to pay for. I do not think that the iOS ecosystem will support full desktop pricing (taking FabFilter as an example again), but as for paying a premium for premium software, I think the market is there.
If the app justifies the costs, it's a no-brainer really. Even if something costed upwards to the $14.99-$19.99 area, it'd be worth it. You know what you're doing in the iOS world and are doing it very well. Other longstanding plugin devs on the fence about coming over to the iOS world could take a few pages from your book to see how to do it right. That said...
You're a real mate.
Made my day.
I was wondering why you guys kept talking about FabFilter stuff when I couldn't find it in the App Store. I just realized it is value-added for Auria Pro. Then I remembered they contacted us a while back about building our stuff for it, but we declined because we don't, as a rule, do single-host plugs. (The one single Rack Extension we made nothwithstanding; we broke our rule there, and regretted it.)
Good luck and thanks for a great overview of your plans.
Good to see more desktop plugins coming to iOS.![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
Now with the iOS restrictions of AUs screen space being lifted in iOS 11, I wonder if Fabfilter will finally release them as AU and not restrict them to Auria? I'd say they probably will eventually.
i respect you guys massively for this. and ye gads i'm having a blast using your Au's in AUM![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
This is just about the most exciting thing I've read on this forum in five years.![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
Looking at your line up for desktop, I'm going to have to make sure I've got plenty of iTunes credits ready for future releases.
I really hope this foray into iOS pays off for you. Judging by your talents and your attentiveness here, I'm sure it will be.
nice to have some transparency around sales. grind was the first app I’ve bought in some time and I couldn’t be happier. good luck with everything you bring to the iOS playground.
Really nice reverb this, look forward to more from Audio damage![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
These are ridiculously cheap for how quality they are. I think this is pretty handily the best iOS reverb outside of the FabFilter. It's not as far off as the prices might suggest either. I could see a case being made for this one, depending on what you're using it on.
Also, I think the developer's entry into iOS has been handled in a very smart way. I'm glad to hear that Grind has sold a good amount so far.
I'm going to try and get this demoed tomorrow or later today, I was going to leave it a few days but I was playing with it in Cubasis earlier with Sunrizer and OMG....unreal and simply awesome
As a BM3 beta tester, I can fully assure you Grind and EOS 2 work flawlessly in BM3. You will NOT be sorry. Rough Rider defaults to monaural mode currently, so I'm working with the companies to get everything straightened. (That one works great in Cubasis and Auria Pro, and it's free, so there's that.) Cheers mate.
As someone who is unfamiliar with the Audio Damage stuff I like the attitude and approach to venturing into the IOS world so will give them a go. Despite having a pile of ... etc, etc ...
@Chris Randall You'll pick up a lot of new fans if you keep this up, nice one. "Banging one out on the couch" does bring a different image to my mind but that's on me.![;) ;)](https://forum.loopypro.com/resources/emoji/wink.png)
Haven't gotten any of these Audio Damage iOS apps yet, but just seeing their existence is great.
Audio Damage sort of remind me of pre-internet days when a small label or budding artist would put out a new release that outshined anything on major labels, and made you feel cool for knowing about it and owning it. DIY punk rock hip hop, Wu-Tang Clan selling tapes out of the trunk of their car, up from the 36 chambeeers!
Killa bees on a swarm!
I believe it was Plutarch (the old rascal) who said "Adolescence is prodigal in pleasures, skittish, and in need of a bridle." On the evidence so far I'd say an unbridled Mister Randall is preferable...
I agree with @excesseye 100%. I think with iOS 11, the 4GB RAM iPad Pro's, the adoption of AUv3 and the increasing profile iOS Music Production is getting (the Gadget desktop port for example) we'll be seeing more & more of an influx of desktop devs taking the format as seriously as a heart attack.
I think @Chris Randall couldn't have picked a better time to bring his plugins to iOS. I congratulate you Chris and appreciate a respected player in the desktop software realm bringing us ungimped versions of their plugs.
WaveMachine Labs owes some of Auria's great success to the plugin devs they partnered with, Fab Filter and PSP. Having an industry standard like Pro-Q2 on a full featured tablet DAW still never ceases to amaze me, it's so badass. It made Auria even more attractive to those who wanted a Pro Tool's like recording environment.
But not every iOS producer could benefit from the indespensible FF plugins because technology 4-5 years ago when Auria debuted was not nearly what it is now. It meant the FabFilter plugs had to be de facto proprietary software within Auria.
With AU's now part of the format and users eager adoption of it desktop ports of plugins can come to the app store. I hope we get more devs like Chris/AudioDamage porting their plugins over. To me it's a can't lose...
The reverb is from Sean Costello of ValhallaDSP fame
yes, just checked - his first commercial entry into VST land in 2009.
Then I owe AudioDamage for easing his start
(Sean's reverbs may not be the most transparent ones out there, but they qualify for 'musical' in the best sense of the word, the only VSTs that I use on a regular base)
Btw reverbs are just tools, so there's no best one - except the one that matches the momentary purpose.
@Chris Randall Loving the fact you are making an appearance both in releasing iOS music App and here on the 'Bus forum.
Look forward to whatever might be next in the pipeline.
_
And now a small question/feature request_
Any chance of Eos and the others getting some sort of automation features, albeit MIDI control or host controlled AU? (if that is even possible right now....)
Cheers![<3 <3](https://forum.loopypro.com/resources/emoji/heart.png)
You can automate them in AUM via midi
Not tried in anything else.
you cannot automate the core parameters of such reverbs without severe glitches.
Even some hardware that is supposed to act that way does glitch in real life, not as dramatic as most software, but unpleasant.
The only way to avoid glitches is a controlled muting process, which puts sigificant load on the CPU. Iirc some desktop reverbs do it that way.
The internal reverb of SamplR does the trick on size/decay and wet/dry amount, but that's a single algorithm with no user parameters, obviously lightweight (but with a very nice transparent tone)
Somewhat related to this context EOS doesn't clear it's buffer properly when switching algorithms, as occasional feedback may drop in, which settles in a couple of seconds.
Not to complain about it, but as an illustration that things in the background can be more complex than expected.
You probably refer to the freeze button (could be a tiny RMX-16 reminescence, as EOS can deliver a similiar soundprint in some circumstances)
That single one would make sense indeed.
@Carnbot Ah, interesting there is already MIDI control then. That's cool. I don't have AUM though but maybe it would be possible in Cubasis too somehow. (maybe load it via IAA rather than AU?)
@Telefunky Yep, that's fair enough with regard to algorithmic reverbs in terms of size and decay automation.
And yes, you are correct I'd mainly like to FREEZE things! (and possibly filter changes, etc.)
Also, looking ahead if/when we might get a version of Dubstation then this would become even more desirable : )
As for Samplr.... if only we could record automation of those parameters that would be ridiculously good. (drool)