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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Advice for developers

2

Comments

  • I like the abstract (even Proppellerheads come from emulating hardware instead redefinying UI... but almost they iOS attempts seem legit).

    I will read it entirely ASAP, thanks a lot!

  • @Dubbylabby said:

    I like the abstract (even Proppellerheads come from emulating hardware instead redefinying UI... but almost they iOS attempts seem legit).

    I will read it entirely ASAP, thanks a lot!

    That's the Auxy guy too, in case you didn't know. This was before Auxy I think

  • @Love3quency said:
    I think he means in the wider world....

    >

    For sure. But our friend is here.

  • @db909 said:

    @Dubbylabby said:

    I like the abstract (even Proppellerheads come from emulating hardware instead redefinying UI... but almost they iOS attempts seem legit).

    I will read it entirely ASAP, thanks a lot!

    That's the Auxy guy too, in case you didn't know. This was before Auxy I think

    Good to know. Auxy has a great UI :smile:

  • It's a generous thought to try to help out developers, but a bit condescending. Maybe it's not even relevant to this particular thread, but everyone's an expert about everything these days, regardless of whether they have any real knowledge or experience in the field. Is it that everyone's getting a trophy? lol. What's not so funny is how so much is failing because people think they know way more than they do.

    What I think I see from a distance is that independent iOS music app developers do what most iOS musicians want to do---take advantage of powerful iOS devices to make something cool. It's not about the money. For whatever reasons, there's no big money to be made in this niche market at this time. Devs who stick around, supporting their creations for free, are doing it for the love of it, and we app users all benefit from that. It's a lucky time to be an iOS musician. Hopefully for devs, they're getting a head start on a platform that will one day attract money from the professional music industry -- rather than just those looking for $5 discounts on $10 apps, and who feel they're getting ripped off because they didn't get in on the sale.

  • Hey all, this thread seems to have started as a response to the thread about Goose EQ. I posted a clarification over there, please have a read. Let me know what you think. (I am a developer of Goose EQ) https://forum.audiob.us/discussion/19609/new-goose-eq-aux-subscription-model#latest

  • if there is no proper import or export or proper midi or ffs a proper delete function in an app then It should be free.
    doesn't take an expert to know that.

  • @brambos said:

    @Love3quency said:
    Awareness is key..

    I'm aware of bonsai trees. I have no desire to own one.

    @brambos said:

    @Love3quency said:
    Awareness is key..

    I'm aware of bonsai trees. I have no desire to own one.

    What do bonsai have to do with creating a broader awareness of the awesomeness of music apps?

  • @lovadamusic said:
    It's a generous thought to try to help out developers, but a bit condescending. Maybe it's not even relevant to this particular thread, but everyone's an expert about everything these days, regardless of whether they have any real knowledge or experience in the field. Is it that everyone's getting a trophy? lol. What's not so funny is how so much is failing because people think they know way more than they do.

    What I think I see from a distance is that independent iOS music app developers do what most iOS musicians want to do---take advantage of powerful iOS devices to make something cool. It's not about the money. For whatever reasons, there's no big money to be made in this niche market at this time. Devs who stick around, supporting their creations for free, are doing it for the love of it, and we app users all benefit from that. It's a lucky time to be an iOS musician. Hopefully for devs, they're getting a head start on a platform that will one day attract money from the professional music industry -- rather than just those looking for $5 discounts on $10 apps, and who feel they're getting ripped off because they didn't get in on the sale.

    Not condescending but this is the real world

  • Mobile music is a revolution

    Every revolution causes friction from within and without...

  • @Love3quency said:
    What do bonsai have to do with creating a broader awareness of the awesomeness of music apps?

    Just making a point that awareness is not everything. You can create awareness, but 'demand' is not necessarily a result of awareness. Plenty of people are aware that there are lots of music apps on iOS, but are not the least bit interested because the App Store is mostly associated with freemium games and Messenger stickers.

    I stand by my statement that indie devs such as myself can not force the growth of the mobile music market significantly just through publicity. It needs juggernauts like Moog, Korg or Apple themselves to accelerate such things by massaging the market and making it feel comfortable with trying a new platform and a new workflow.

    Also, you're free to disagree with my observations, but I have figures and data to back my statements up. Some things in this music app economy turn out to be extremely counterintuitive so it's not a good idea to base one's strategy on assumptions.

  • there's always been mobile music, be it a fiddle or a guitar and a banjo and some vocals ;)
    The 'revolutionary' part of IOS music (in that context) is that it can be noise free (by earbuds) and you may perform anywhere - doing YOUR thing.

    And you can make 'nice' sounds without a glimpse of an idea how it works.
    But even that will never ever attract any significant amount of people as a relevant customer group.

    Music is functional for most people, only a minority is about it as a creative thing.
    Mobile devices have changed personal behaviour a lot, just look around ...
    Hard to imagine that creativity is the natural follow-up o:)

  • @Love3quency said:
    Mobile music is a revolution

    Every revolution causes friction from within and without...

    No. In my opinion, mobile music is "just" an evolution. At the moment, we are not producing anything really new - we just do it with more fun.

    But maybe one day a dev will find something really new...a game changer...

  • edited June 2017

    The rules of a market differ from one special interest market to another. Getting awareness does not necesserily result in instant purchases, but it can help to build up the trust into your product / products and developer.

    Usually it is helpful, to get awareness to a a) complete new share of b) usually interested potential customer. Awareness in the app store for a special interest product is just noise. Awareness in a big psy trance forum or in a music producer magazine from Finland is a different story.

    The "awareness" has to connect with the interest of the people.

  • I also make mobile music.....on iPhone, iPads (in the past) and like people doing it since decades, notebooks/laptops.
    I see some game changers maybe in terms of synthesis or other advanced algorithms in reverb etc. happening only in the desktop world but i think iOS has already showed and is good for game changing GUI's for multi-touch devices.
    Otherwise it feels more like a step back and reinventing the wheel, doh'.
    The only real hardcore mobile musicians are using just their smartphones, nothing else :D
    I've done that for some years and it was indeed a lot fun, then pain, then fun and pain until today.
    But i realized that no one cared about how music was made and if....it was more a praise for the OS and/or device. That was one reason i stopped the Galaxyexplorer (my iOS music) project.
    I still see not the slightest singn of a revolution but indeed a great evolution and another form of tool to create great content.
    Sadly the reason number one (at least what i hear mostly) is simple....the apps are cheap.

  • edited June 2017

    Game changing guis are where it's at imo. That's the way to unlock the musical creativity of a large(r) audience. Because on that level we're talking about designing new instruments, the music app as an instrument. But I'm not the expert and I know a lot of complicated stuff goes into all this, I'm merely speaking from the perspective of a user.

  • edited June 2017

    @brambos said:

    @Love3quency said:
    What do bonsai have to do with creating a broader awareness of the awesomeness of music apps?

    Just making a point that awareness is not everything. You can create awareness, but 'demand' is not necessarily a result of awareness. Plenty of people are aware that there are lots of music apps on iOS, but are not the least bit interested because the App Store is mostly associated with freemium games and Messenger stickers.

    The main thing that really got me into mobile music apps was having a long commute that I did not want to burn/waste and always feeling i don't have enough time to make music. Once I filled that time with discovering and learning iOS apps as a loose modular system, I began to use it all the time, on the couch, at the checkout stand etc. I was hooked! I showed it to dozens friends and co-workers in the games and music industry (composers, DJs, producers, music curious graphic artists etc etc) and while they all tend to think it is cool none of them caught the bug. I know of one guy who uses Figure a bit and another who uses Gadget on occasion, but mostly complains he can't easily share projects with others to collaborate. Having to use a cable and iTunes on a PC is so traumatic after all. No artist should have to endure such torture.

    Anyway, maybe the Clash of Scams stigma is a thing for some but I find people either A.) do audio at work and want a break (fair enough) B.) have no commute to fill and are more than happy to use gear or computers when they get home C.) easily frustrated by the promises and buggy/half bakedness of a lot of this stuff (we all know those points) and don't want to get creative with workarounds or compromises D.) lost their creative passion years ago E.) only want the best/most powerful/hyped rocketsled money can buy (or pirate) F.) are gamers (shudder)

    It is to a point now where I only want to preach to this here forum choir.

  • @lovadamusic said:
    It's a generous thought to try to help out developers, but a bit condescending. Maybe it's not even relevant to this particular thread, but everyone's an expert about everything these days, regardless of whether they have any real knowledge or experience in the field. Is it that everyone's getting a trophy? lol. What's not so funny is how so much is failing because people think they know way more than they do.

    What I think I see from a distance is that independent iOS music app developers do what most iOS musicians want to do---take advantage of powerful iOS devices to make something cool. It's not about the money. For whatever reasons, there's no big money to be made in this niche market at this time. Devs who stick around, supporting their creations for free, are doing it for the love of it, and we app users all benefit from that. It's a lucky time to be an iOS musician. Hopefully for devs, they're getting a head start on a platform that will one day attract money from the professional music industry -- rather than just those looking for $5 discounts on $10 apps, and who feel they're getting ripped off because they didn't get in on the sale.

  • I always look for the video, if the idea of the app sounds interesting.

    If any developers are reading this, and not sure about how to promote an app, definitely make a demo video. If you don't, someone else will, and it won't be as good as you can do. A second tutorial video, that is detailed, is good, but it isn't good to throw an instruction manual at prospective buyers, who are not invested, yet.

    Some talk, with plenty of music/sound is really good. It's best when it is a presentation.

    A often neglected thing is for the music being made in the video to sound decent. It doesn't have to genius, but it should sound musical. It's hard to imagine a piece of software being good, when the music coming out is painfully remedial, or worse, just tuneless notes entered at random to show how something works.

    The video production doesn't need to be slick. Clean, and succinct is good, busy, hyped editing is distracting. There's sadly no way you can impress anyone with prosumer video editing skills at this point. Nice camera is optional, as long as the camera person isn't going for an oscar for their dramatic camera work. Second camera optional. A tripod is good. Dramatic stage lighting not impressive here. Ambience not important, as long as it isn't someone's messy bedroom.

  • edited July 2017

    @5pinlink said:
    To be fair, someones messy bedroom would be authentic for 99.9% of IOS users, my ipad is mostly in my messy bedroom haha

    "The Messy bedrooms" is an amazing band name (for iOS users)

  • I agree with Brambos: until the niche is pried open all the hand-waving in the world likely won't make much of a difference. I publish RPG adventures, which is another small niche community. I've encountered all sorts of advice over the years from folks who haven't published anything themselves, but are full of great ideas about how things should work.:)

    Experience proves to be a wonderful teacher and clarifier.

  • https://www.google.es/amp/s/thinkmobiles.com/blog/how-do-free-apps-make-money/amp/

    We can considere hardware partnership what it calls "physical sales" even it's not so straightforward.
    As a point I have bought 2 novation controllers due to Launchpad integration and most of the IAPs like sample import (before blocs sharing) and lots of packs.
    I don't have any Bambros app (and don't feel the necessity even I found them high quality) but maybe if there was a highly hardware "patcher" integration ala "modular" (something like the iMs20) it could be more attractive to people like me. I don't want to mess too much with midi ATM after years of messing and zero music making. Maybe Reason or Korg will bring something like?
    I don't know but surely hardware is the way to go for me with more and more subscription models and Apple policy of discontinuing apps.

  • Also when I check for dj controllers only take in consideration those which are compatible with djay app and in second term Traktor compatible (Z1, S2/4 mk2...) but then spotify compatibility (subscription model for content not for tool, thanks) makes the difference.

    All other competitors are out of my scope even being great apps (Remixlive, djplayer, looptunes...) that I bought (some of them) in the past but not in the future until they integrate hardware controllers properly (and painless)... if not I will just don't care anymore about them (sorry).

  • @Dubbylabby said:
    https://www.google.es/amp/s/thinkmobiles.com/blog/how-do-free-apps-make-money/amp/

    We can considere hardware partnership what it calls "physical sales" even it's not so straightforward.
    As a point I have bought 2 novation controllers due to Launchpad integration and most of the IAPs like sample import (before blocs sharing) and lots of packs.
    I don't have any Bambros app (and don't feel the necessity even I found them high quality) but maybe if there was a highly hardware "patcher" integration ala "modular" (something like the iMs20) it could be more attractive to people like me. I don't want to mess too much with midi ATM after years of messing and zero music making. Maybe Reason or Korg will bring something like?
    I don't know but surely hardware is the way to go for me with more and more subscription models and Apple policy of discontinuing apps.

    Of course hardware is very trendy ATM but "general software" such as DAWs sell well, (perhaps because of controllers ?). Music apps or plugins in general don't sell as well as 10 years ago because a lot of the "basics" (piano, bass, drums, simple synths, ...) are included with the DAW. And so only those who are inclined to the "not so standard" face of music making are interested in apps. And they are not numerous.

  • edited July 2017

    I don't think so... going back on the discussion we were talking about "user-friendly" apps (and the link of the thesis) vs complex full features apps. I think is the paradigm shift into fast workflow (fast food if you want) like Blocs against the old paradigm (Cubase, Auria...)
    Novation doesn't has a DAW by itself but has the best of Ableton fun workflows in their apps (slicering, clip launching and now midi synth) with user-friendly UI. Korg Gadget has similar approach (and Retronyms) even those aren't my cup of tea being all-in-one, but those sell well. All of them have also hardware associated to the app.

  • not related to the economic aspect, but I disagree with the initial statement of the thesis.
    The main driving factor for people to make music is to impress, which also applies to most games.
    Soccer may be fun on it's own, but the real kick comes with beating the opponent.
    And the discussion about the best player, singer, guitarist, drummer... never stops.
    Today the smartphone replaced the former motocycle as a means to impress chicks, as the (vinyl) DJ replaced the guitar hero.
    Now vinyl has been replaced by digital tracks with auto-matching, which attracts a lot of squares to the game of putting themselves on stage.
    See iTunes sales - except 'players', DJ apps are the top sellers of the music section ;)

    Sure people would select whatever is easy and fun to use, and developers lost track on features versus workflow dramatically.

    But focus shifted to the solo performing vocalist, as that's the most effortless way to perform 'music' and be center of the stage.
    Some spice this up with a guitar, few with a piano, many with 'beats' that are aquired for simplicity.
    No change to the most intuitive interface on any electronic device would change anything about that situation - sign of the times.

  • edited July 2017

    I'm agree with you (and didn't read the thesys yet) but it's on target too. Young people match your analysis very well and maybe that's what makes appstore a "toy store" and old paradigm users (who came from DAW) and developers out of place. The demand for Pro store could be legit in that scenario.
    About solo playing I'm also with you but it was true time ago too. Now with finantial crisis is a must maybe. It's cheaper to hire a one mand band or dj than a band.
    Bands ITOH are growing as response for "too much" electronic proposals almost in my area. Some of them with guitars and zombies :trollface:

    Also performance platforms have changed. Today is easiest to make your own at yt channel than build a career doing performance at your area (or almost in mine)
    How is going these on yours fellas? I have some curiosity now...

  • @5pinlink said:
    To be fair, someones messy bedroom would be authentic for 99.9% of IOS users, my ipad is mostly in my messy bedroom haha

    Aright, but at least have a canopy bed and an iguana crawling on the piles?

  • The Verge posted an article a while back about how difficult it is to maintain profitability in the modern App Store: https://www.theverge.com/2016/3/2/11140928/app-store-economy-apple-android-pixite-bankruptcy

    "By last year [2015], a mere 27 percent of downloads were paid, and the average price had fallen to $1.27. Today, profiting from the App Store most often requires a mix of in-app purchases, subscriptions, and advertising."

    The article isn't completely relevant because it covers a large-ish company. However, their app had mass appeal whereas music apps tend to cater to a small audience so I suspect that the difficulties are broadly applicable to both "sectors." When you're competing against an average cost of $1.27, advertising and marketing a $20 app can only help so much.

  • Maybe they (Apple & developers) might consider a lean distribution model...
    The more you pay, the less you get o:)
    I'd pay a premium if all social media and alerts/notifications/updates were non existent.
    Instead a list of choices which OS version is to be restored to the device would be much appreciated.

    Refunds for cheapo apps up to $20 should be ceased, which (admittedly) will be hard now that the cat left the bag years ago.
    Imho it's bare nonsense to consider pizza-ware the same economic good as a professionally developed piece of software.

    I got Auria on sale for $25 and risked the jump - more or less a fiasko, but there's few to complain for that small amount.
    But: Auria pretends to be functional identical to my current DAW which did cost me $800.

    It's lightyears away from that in productivity context - the funny thing is that Auria has almost identical features (and some ideas are even quite smart), yet it just doesn't work out. As another member here noticed: too much fiddling.
    They had 5 years to steer the app into some direction, but that's lacking entirely imho.
    It's all about features, features and more 'famous' plugins. Sorry.

    Don't consider me hooked to just one specific mode of working.
    I'm in developement myself for ages and know Apple from the original MacPlus on.

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