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
Looptical is US Store now.
https://itunes.apple.com/us/app/looptical/id606186063?mt=8
Just get it.
First impressions on iPad 2: nice app, but eats a lot of CPU quickly. The concept of loops and the lack of an arrange window will take some practice. Instrument content is o.k.
iPad 2 is not really the target device. One, for it being an iPhone app, but mainly because of the lack of processor power compared to the iPhone5. It was designed to work best on the iPhone5, with thorough testing on iPhone4S / iPad 4 / iPad 3, and basic testing on other devices. Slower devices means that you will be able to have less insert effects in your tracks, which are the things that use up the CPU. The demo tracks may not play perfectly in older devices. As it is, the app detects whether you have an iPhone5 or iPad3 or newer, and if not then it swaps the demo track for one with less effects. With a slower device, you should expect the app to not run as smoothly as if you had a more recent device - just as you would for the latest game.
Follow up to my previous post: aside from my comment about the heavy CPU load on an iPad 2,I think this app has a lot of great features. The different interfaces for entering notes are really inspiring! The effects are nice also. I'm starting to get a feel for composing solely with my ears instead of relying on visual feedback from an arrange window. It forces you to listen carefully and plan ahead. I really love the granulizer! Looking forward to user instruments being shared.
Question for the dev: there a lots of great soundfonts around. How about sf2 implementation? Thank you for this inspiring app. Looking forward to future updates.
Could someone put up a sound demo, just quickly going through a bunch of presets. I'm really intrigued by this, and really like that it seems to make good use of a touchscreen with all the various playing interfaces (scales, guitar strumming etc). But I just don't want another gig of "decent" sounds a la Beatmaker 2/Music Studio/FL and even Cubasis. Is it new, fresh? Or same ol same ol
Edit: NM Found the sound demo page on the official site
I did really design the app so that it would encourage composition by listening and playing, rather than studying little boxes and waveforms and coloured regions in a track list.
There is a forum at looptical.com where hopefully people will share instruments. I've made it simple to export and import them, so we'll see what happens. It's a tricky tradeoff to provide enough preset instruments without making the app too large. Currently it's about 600Mb.
SF2 import: maybe. I think there may be issues with the limited memory of the iPhone compared to a desktop. Instinctively I feel that you'd want to think about such things when making an instrument instead of blindly converting one made for a desktop. I'll look into it though. I'd much rather have a Logic Pro EXS24 import, but that file format seems to be rather propitiatory and secret.
Instrument creation, as far as assigning samples to keys and even looping those samples, is pretty intuitive and quick in the app. So you can play a few notes in another iPhone synth app, copy that to the clipboard, paste it into Looptical, and grab out each note and assign it to a key, all quite quickly. I know it won't be to everyone's taste to bother to make their own instruments, which is why the app has a lot of presets, and the website has provision for sharing them.
There are various demo tracks at http://www.moocowmusic.com/Media/index.html
All these tracks were entirely made within the app, mostly via the touchscreen, with an external MIDI keyboard plugged in for a few of the guitar solos. Mixing, again, was within the app, and the final audio file was then output and exported to a Mac and added to SoundCloud from there. During development, Looptical had direct SoundCloud support, but problems with their API and total lack of SoundCloud technical support meant I ultimately removed it. It's not to hard to upload it manually from a desktop, however.
I think the end result is probably a better indication of the app than just showcasing raw presets with no effects. Particularly as I don't consider myself a great musician, and I'm pretty pleased with how those demos tracks turned out.
Imagine what you could do!
@MooCowMusic Is it possible to export each channel as a separate wav file (by soloing the channel or by some other methods)? Would be really useful for importing it all to a daw for any further polish
Edit: I found the demo page, sounds really nice
After a few hours with Looptical, I can honestly say this is one of 2 apps I have in my arsenal, that are truly inspiring. I can go from start to finish of sketching out a song, with just the right amount of tools, without the distraction of unnecessary features. IMO Looptical makes it easy to compose, and have fun at the same time. I have a ipad 2 and a iPhone 4, not exactly speed demons, but with careful selection of effects etc, I can accomplish my intended goal, which is to sketch out ideas with this arsenal of useful tools. Man is this fun. I agree with ChrisG about the ability to export seperate wave files. It would keep low end devices in the game.
I thought the best solution to this was to export the current audio setup. So if you mute (or solo) certain tracks, then what is exported is what you would normally hear. This means instead of tapping an icon and exporting every single track as a wav (which might take a while as it has to run through the song each time), you could just solo the various drum tracks (for example) and export them together as a single wav or m4a. Then maybe select other groups of tracks to export as required.
But, yes, the general concept for the app is that you can import some MIDI if you want (or start from scratch), write your track using just your iPhone while "on the road", mix and export it as a final song there, OR later export the individual track audio and MIDI to a desktop DAW and use that as the basis for a studio track with your DAW soft instruments and effects.
@MooCowMusic Thanks, sounds like a great solution to me.
Been playing with for about an hour..I thought it was gonna be a steep learning curve..but it's not..very intuative interface, real easy to get stared with the main idea of making music, good selection of sounds and instruments, great sounding FX, Great mixer...I actually like the fact that there is no piano roll or wave view. I grew up with tape and this is what it felt like, you actually listen to your track progress without having the distraction of the graphics..IMHO Top App....video soon..
PS Read the manual...very helpful..
Anyone having problems with sound channel 6 showing mute,solo,FX all lit up on start up a new project. Can seem to get clear these buttons is there a bug or am I missing something.
Hmm, @Jumpercollins. Seems a stupid bug slipped through somehow in that version. I'll look into it immediately and get a fix to Apple as soon as possible. Thanks for letting me know.
That's great just found out its channel 6 12 18 talking to a friend on Facebook.
Great app by the way just posted about the instrument sharing on the iOS community over on FB so hopefully people will start using it. Early days yet. Was impressed by all your UT wish over devs would post that many.
@Jumpercollins That "LED" bug is fixed in the version I shall submit soon. It will probably take Apple a few days to review it.
However, until then: The bug only affects the little Mute/Solo/FX lights on the rightmost channel in the Mixer screen. Those lights are always shown as lit. However, if you tap on them and bring up the Magnify Window (presuming you have an instrument assigned to that track), you see the actual state of the lights and can tap to change them. Nothing is broken behind the scenes with the audio: that track is not permanently muted, or soloed or has insert effects. And you can, as I said, easily tap on the LED to show the (correctly working) magnify window where you can see the actual LED state and tap to change it. The other 5 channels in the screen all work perfectly.
It is not therefore a major show-stopper and the app is perfectly usable. "Luckily", I may add. Thanks for letting me know!
@MooCowMusic congrats and thanks for creating such a cool app full of great features, very intuitive and easy to use but sounds brilliant. I guess I like it :-)
OK. I said it was a stupid bug. And I've spent a couple of hours scratching my head because everything looks like it should work. But that's because it turns out it isn't a bug at all!
As a final last-minute tidying of the graphics, I made a change to the Mixer screen, and stupidly left the rightmost channel LED lights showing the On state in the background image in Photoshop. So even when the app tries to turn those LEDs off by hiding the overlaid On image, the background still shows them as on. And to make things trickier, I only did this on the image for the 3.5 inch screen version (iPhone4S, iPads) and not the 4 inch (iPhone5) version. And only on that rightmost channel.
It seems that most of the final, final, FINAL testing happened on the iPhone5 (as it's the same code for both screen sizes) so that explains why I missed what seems like a glaring bug.
In a nutshell: it's just a stupid graphical mistake that doesn't cause any functional problems, and only affects iPads and the older 3.5inch iPhones/Touches. And I'll be fixing it very soon. Thanks for your patience.
This app looks great. I haven't bought it yet, because I only have an iPad Mini and I'm concerned (a) about performance and (b) iPhone-native display. I know you said the iPad version is coming in a couple months, but not knowing if it's going to be universal or a re-buy gives me pause.
Anyway, I will probably end up getting it since it looks so powerful and intuitive. I like that you skipped the piano roll personally, I never touch the things. Also, big kudos to having a good website with lots of demo content and tutorial videos. That means a LOT to me as a prospective buyer. Nothing worse than buying a really great, powerful music app but having no idea how to use it ;-)
I would say to iPad owners interested in the app that it will be (vague estimate) at least six months till you see an iPad version of Looptical. I say that because every screen will have to be redesigned and redrawn for the iPad resolution, and probably UI elements will be moved about to make best use of the larger screen. So it is a non-trivial task to change one screen, and Looptical has a large number of them because it's such a complex app, feature-wise.
Plus, much as I want to add iPad support, I don't really want to leave the app stagnant for iPhone users for many months to make the conversion when I have so many plans for future content. As it is you can use the app on the iPad in 2x mode if you want those large piano keys. I seem to remember certain other music apps following this path and having maybe a year between iPhone and iPad versions, so I'm not alone.
I'm not totally sure at this point whether it would end up a Universal app, or whether there would be a separate iPad app. It's not at all a question of money, but more that the current version has graphics for 3 screen modes: iPhone3GS, 4, 5. If I also add in the 2 iPad ones: 2,3 then the app binary is going to be pretty large just to contain all those graphics. And if you are just an iPhone user do you really want to be carrying round a load of iPad graphics taking up space? Universal modes are easy for apps that build up their UI (eg. 3D games), but not so much for apps that have pre-rendered UI such as Looptical.
Excellent points. It's nice to know you're putting so much thought and time into all of this, and being open and communicative with we-the-users. So I'll almost be certainly picking Looptical up in the near future... Might not be right away since I just dropped $13 on Animoog, but in a week or two hopefully
Keep up the good work!
Hey Jesse...works and looks great on my iPad 4..
Cool. I'm not super worried about 2x'ing it, I do it with other apps and don't mind so much. It's more of needing to buy it twice if/when the iPad version comes out as Standalone, not Universal. But like I said, no biggie.
Please considering adding support for Nanostudio or Beatmaker drumkit import. They're simple xml files pointing to samples in the same folder.
@MooCowMusic
"And if you are just an iPhone user do you really want to be carrying round a load of iPad graphics taking up space?"
If Looptical comes with 600 MB of samples as you mentioned, a few extra png's would be pretty inconsequential (comparatively speaking)...
Looptical update inbound. Submitted to Apple and waiting for review. (Source: Moocows FB)
I believe one of the big changes with this update is the redesign for the iPad screen. Not sure what else will be in there..