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
If you search and do the right timing......yes, sounds good.
The thing I’ve found with desktop software, is that you can pick up some stunning deals if you’re prepared to wait. The stuff I have on my PC and Mac works out at less than I’ve spent on music apps.
Then there’s the hardware. The two iPads I’ve got through over the last 6 years work out at about the same cost as my PC, but that’s been going two years longer, and is still going strong. Unlike my Air 2 which is on its last legs and struggles to run one AU instance of LayR.
If I look at what I have now, tot up the amounts, iOS has worked out more expensive. I have great kit on both platforms, but if I want to continue with ios I’ll have to spend another £500 on hardware this year.
It’s a lot of great things, but it ain’t cheap.
It’s difficult to measure value for money. It really depends on what a person wants and needs, and a touch screen tablet is not the same kind of device as a desk/laptop device. Excluding the amazing value of Logic Pro, every app on the iPad costs me much less than what I use on the Mac. Another way of looking at it is I have a relatively small number of apps on Mac that cost more than all of the huge number of apps I have on iOS. If one looks for only great bargains on the Mac, then they can spend very little, but that’s not how it actually works for many of us. To get what I want on each platform, iOS is cheaper. Another person may want different. What’s available for the iPad is not as powerful as my desktop for me in many ways, but a Mac also falls a bit short as a tablet.
I also paid a lot more for my iMac and MacBook Pro than I spent on my two iPads but, again, it’s apples and oranges.
Er, no – they’re all Apples.
Of course value is always in the eye of the beholder.
Because of that i said all platforms can be expensive or cheap, depending on your workflow and what you are searching for.
For sure i "wasted" a lot money on both and if i could start from zero i would buy just a few tools (not that i have really much compared to others).
I f.e. would have no problem to pay more for some iOS apps if i could get them on mac since they are more useful for me in a more powerful environment.
I find a lot iOS apps even complicated to use and not multi-touch optimized.
I appreciate some tools on a multi-touch screen but as long as they are mainly slightly changed GUI´s from old ideas and code i don´t feel the benefit.
Actually there aren´t really much REAL multi-touch apps for me beside the old gems like ThumbJam, NanoStudio etc.
IOS seems to (try to) transform more and more into a mac-laptop replacement but loosing the things i loved at the beginning. It feels now more like a 90´s desktop environment (plus multi-touch of course).
I still think idevices are awesome for playing with single apps and/or as very versatile control devices.
I even wonder why not more developers doesn´t create at least native remote apps for their desktop tools if they won´t do full ports.
I think people are not comparing like for like hardware here, yes IOS is expensive if you include the cost of hardware vs a cheap desktop PC which are extremely powerful, however when you compare like for like IE portable powerful hardware on Windows etc, the cost of hardware is about the same.
exactly my own bottomline...
I've already admitted that I once bought TC-11 for literally 'stealing' the interface design to handle database selection criteria.
(and in fact considering a remote connection to a desktop server backend)
I buy a lot more software for iOS than whatever other OS. Did away my VA synths and bought an iPad instead. Never regretted it. Yes, hardware buttons etc are nice but you get used to an iPad. And there are lots of rather good controllers.
That said, that new Minibrute 2 is still a nice synth and hard to resist. Same goes for that Model D by Behringer, their Neutron or the Plaits module by Mutabel Instruments, a SEM module or that new ARP Odessey module by Korg. Tempting, tempting, but a little voice in my head is saying 'No, no, no, you have other things which also need to be done.'
I’m just relating my own experience. I don’t have a flashy Mac, I have a relatively cheap PC like most people. But I don’t use an Android or Windows tablet because iOS provides better software for music making.
The cost of the PC was about £800, the two iPads about £900. The iPads have lasted two years less, and the current one now needs replacing, plus I’ve spent a hundred or so on connectors and interfaces to get audio into it.
I’ve spent exactly £232 on desktop software in that period, compared to well over £500 for iOS.
Of course you can cherry-pick examples to back up the ‘cheap ios’ argument. My MS20 cost £400 (albeit nearly 40 years ago) and the iMS20 was twenty quid. But that’s not the whole story.
Plus I’d get a grand for my Korg now if I sold it, and had 40 years free use. Doubt I’d make the same return on the app.
The question is what pricing and volume will the market support, not how cheaply can individuals get software for. Just because you can install Linux with OpenOffice doesn’t invalidate the higher prices and volumes that sustain companies such as Microsoft.
The question isn’t “what options does the market make available to me as an individual consumer”, it’s “what options does the market make available to me as an individual developer.” Some of you guys are trying to make individual arguments about the first question imply incorrect general conclusions about the second question.
The problem is that it's so cheap most cant resist and just buy everything new released. Being appaholic and owning several iOS devices ain't an excuse to say iOS is expensive. Funny how people argue about a new app released for a few euro's and ask if it's worth the price for a complete synth or other instrument.
Logic, MainStage, and GarageBand are all heavily subsidized by Apple so they can sell Apple hardware. Cubasis has similar hardware/software subsidy connections which is fairly common in the industry.
Some musicians frequently seem to be a very penny pinching bunch when it comes to software versus gamers who seem to shell out a lot of money for new game titles which is reflected in how Apple prioritizes apps in their App Store.
Until, if, and when the economics of music creation and software change, developers will continue to struggle to make a living from apps.
The same devaluation of music as something you pay for versus download for free or low cost has extended to the valuation of a developer’s efforts too.
Those complaining about app prices seem very delusional about the realities of app economics as do any developers who think it’d be easy to earn a living from iOS music creators.
It’s very interesting that people suggest developers can learn to program and write music apps for free yet consideration of how they’re going to fund the time needed to do so versus other career paths where they would have a much larger return on investment isn’t mentioned.
While musicians frequently require a lot of control and precision to accomplish their work, I often wonder if some of them have globalized this need for control beyond the context of creating their music or if they already were predisposed or coped with trauma that drew them to music?
If these control coping mechanisms are distorting their discussions of app economics I hope we can all take into consideration how we’d like to be treated in similar circumstances and not try to brow beat them into submission with logical persuasion.
Personally, I’m very happy with iOS for my needs and though there is room for significant improvement— I’m very appreciative of the efforts of app developers.
The problem is apps can very quickly go out of date and/or become abandoned. Apps can pick up bugs along the way (or be released with them), making them less usable than when you bought them. An app you buy might not be as good as you thought it was going to be, work well with your device, or include the functionality that was hinted at on their sales page.
The problem is for every couple of wonderful developers creating fantastic apps for exceptional value, that are kept updated and working perfectly there's a dodgy one who doesn't.
At least 50% of the apps I've bought over the years are either no longer supported, don't keep up with current connectivity options, or work with the device (singular, take note) I'm on. There are even problems with new stuff - Gadget, the new Moogs, LayR, and all the wonderful new powerful synths bring my Air 2 to it's knees.
Me too. +1. But I don't accept the 'cheap' arguement, because in my personal experience it aint. I have a handful of absolutely wonderful apps that bring me joy and earn their keep in my music-making hobby. But there are a whole lot more that don't. With hindsight I would have bought just the one's that do, but you know what they say about hindsight. Unfortunately you have to spend a whole load of cash to find a few nuggets of goodness.
It is interesting that music itself has a very long tail – people still consume (maybe buy, certainly listen to) music that was made some time ago. People watch films from some time ago. Books have that long tail too. Nobody buys newspapers from any while ago. Not many people buy apps that are old versions on purpose. Do people buy old out of date versions of games that run on obsolete platforms? Nobody runs antique browsers (well, those that do can be counted out as noise).
A positive thing about the yearly upgrade in cpu and/or RAM could be that in some years iPads and iPhones could last a lot longer for the latest and greatest apps.....if Apple don´t break them with new fancy OS features.
Then it could work like on notebooks where i can run new software also on 5-10 years old machines.
I wonder what Apple will do if saturation is at this point when people won´t buy new devices every 1-2 years.
I also bet apps will getting a bit more expensive (which is not a problem for me personally) and i see that a lot desktop tools getting a bit down or having crazy 99% super sales on pluginboutique etc.
Fact is you can go very cheap or even free if you search but also can spend 1000´s for apps and plug-ins in no time.
At the end....whatever makes you happy. There isn´t really much i regret to bought in terms of music software.
Some things i don´t use often but i still got my value out of it.
Some things are outstanding for me and worth even much more, even if people already say it´s too expensive or it was wasted money for them.
One observation - while I’m admittedly a appholic, and have spent more than I’d like to seriously consider - what I have spent has been farmed out over dozens of separate devs. There are very few, brambos being one, who have had repeat business from me. Most have gotten somewhere between one and twenty dollars from me once.
I’m just hearing several of y’all talking about that hundreds of dollars spent, but in reality, in terms of the OP and what most devs make (usually off their one product) it just ain’t that much.
And as to the comparison to desktop spending - I’m realizing that while my spend may have been comparable, the money I spend on desktop apps has been much more focused; I bought into Studio One, Izotope and Celemony with upgrades every other version or so - so it’s been a good chunk of change over the years, perhaps close to equal with iOS spending, but with a very select set of products (that I originally researched the hell out of before committing).
Interesting line of conversations here.
Definitely, I feel a bit guilty about the small amount of cash some of the good devs have had from me.
There are people who run old games, the Amiga is one example and for younger people this can be a similar to the nostalgia of youth many associate with music as well.
To have some clarity on this topic... what is/was the top selling music production app... and how many copies have been sold?
I saw some game dev. made millions sellin $.99 game apps...
Games are a completely different ballpark: as a developer you're in full control of a fixed environment.
This partly applies to many synth apps, too - but the target audience is at least 1000x smaller.
What really screws things up is that your synth's output has to comply with a large variety of external interfaces (midi, audio exchange, file system) that constantly evolve.
DAW apps are even more demanding in this context and the touch surfaces requires a user interface, that cannot (atm) use methods that have been proven efficient on the desktop.
Imho it's not a natural matter of fact but simply a sign of ignorance.
Sorry for once again mentioning SamplR as a glorious example HOW to solve a problem by touch optimized approach: the interactive reverb control panel is the most ingenious design I ever met on any platform for that purpose.
Guessing from the iTunes charts Cubase seems to be the top seller in music production.
After all this is Yamaha and they can afford anything...
With iOS, we get to play with a lot of different things for a few bucks each. Whether the use is long term or not, the short-term use has a value. The way I see it, the fact that we buy so many iOS apps to find a limited number we actually use, supports the argument that iOS software is relatively inexpensive. The hardware is another thing. If we were as fussy, careful and efficient about what we spend on iOS apps as we do with desktop software, maybe the difference would be more obvious. I think it's obvious to the developers.
explain...
But Cubasis is regularly priced at $50 and it's a top seller, proves that 'price' is not the main factor but quality (I think it needs Ableton Link.... Badly). Personally, I won't mind paying a minimum of $10 for an app... But there should be some type of demo, as in the desktop world.
Already done: it doesn't depend on data exchange with other apps and hardware.
Even if IOS is using a single (basic) driver standard, there's a lot of variance - as you can frequently read about certain interfaces. In particular when the OS version changes.
In the desktop world (usually) an enormous effort is put into protection schemes which you have to license AND support as a developer. That stuff is constantly changing.
$50 is a ridiculous price for the functionality apps like Cubasis or Auria provide.
Apple is giving away Garage Band as a promo for their hardware and as a lure to upgrade into their desktop solution based on Logic once demands increase.
Cubase is an established brand and sells a lot of copies for that fact alone.
If we are talking about modern successful mobile games, it sure does depend on data exchange and is certainly impacted by hardware variation. If you are talking about the rare one in a billion 99 cent fart app trend of six years ago then yah ok.
If i look at the music app charts in the app store it looks a bit sad.
Also i remember that even a few sales can push apps to the top for a short time and back again the other day.
Not sure about the numbers but niche tools seems not doing well in the app store.
would you mind to enlighten me which games exchange data with my wordprocessor, layout software or similiar stuff ?
Camera, GPS, Motion, etc are fixed items imo - not comparable with interfaces like IAA, AU, Audiobus.
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