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
THANKS GUYS BUT I MEAN "LEGALLY"!
Edit: ah ok, now I understand what you wanna know. So you wanna know if it is allowed to sample eg. your Kontakt library and use it with another sampler?
Then you should read the EULA from the stuff you want to sample but technically I don’t see any legal problems here as long as you don’t create sample packs with the intention to share / sell it with / to other people. That would be illegal.
But as long as you use it on your own I guess it would not be against the copyright.
Perfect, so basically I need to look into legal clauses of the Library I want to sample? But in general you say it’s ok if it is for my use.
I am not a lawyer so I might be wrong. But reading the EULA would be the first step I would do.
"LEGALLY". Oh boy.
I've considered the ethical questions of using audio layer to clone sounds fro my favorite apps and then sharing them for easy AL loading. I personally decided that was not fair to the app developers. But making music and selling that is not a problem. I can't think of a sample instrument vendor that would prohibit make music with the "instruments" and selling it. Who would buy it if it's for your ears only?
The courts and music still don't understand each other. But once money is involved the courts can be needed or dreaded.
I expected YouTube to die an early death due to licensing headaches but it survived and the licensing issues have surfaced once there was some money to claim.
Practically every time I go into a venture like this it ends up being a long exercise in pointlessness. The amount of times I ever actually use the same sound makes it so not worth the work it takes to create. If one is to take this course of action MPC software features an autosampler which can be used to automatically sample a full key range which takes some of the pain out of it
I am pretty sure that as long as you don't give the samples you made to other people and use them to make music that the music you make is fine. I wouldn't advertise that you sampled your Kontakt instruments.
What Native-Instruments really cares about is people not sample their virtual instruments and provide those samples to other people to use as virtual instruments.
Meanwhile I want to share an interesting discovery if you like sampling, https:// www.pianobook .co.uk seems really a nice place of sharing and learning. There are many sampling projects of high quality.
nice! @Yalexin
Hi everyone,
2 things that may interest AudioLayer users, first I released for free my IYTTIW modified trumpet sample set. Made with resynthesized short trumpet samples, available in wav, sfz, soundfont and Native Instruments Kontakt 3.5 formats. More info and download here:
https://lesproductionszvon.com/freesounds.htm
Here's a collage of 4 audio examples that are a few years old, so none was made with AudioLayer. Note that the 3rd one is using pitch randomization and the 4th one features a sound specific to the Kontakt version!
And here's using the LFO to fool around with the pitch of a sample:
Another "Baby Cooing" sample instrument I made in Audiolayer in about 5 minutes from record inout to record output. The MIDI in is Beethoven's "Moonlight Sonata" with a little "Clueless Brat" Soloist added for your pleasure. A baby coo dropped 2 octaves sound like
bass-baritone males singers. The un-pitched shifted notes are around C4 or maybe G4... AudioLayer detected the input pitch, assigned the root and all notes were available for saving and a loadable instrument. Once you master the GUI there be dragons here:
Sigh...now I’m going to have to get the app.
in Doofenshmritz’s voice (Phineas and Ferb) Curse you, McD!
nah. It may not be everything everyone would like it to be, but it's worth having for any iOS musician, imo. I doubt you'll regret it.
Yes have my eye on this!! Looking foward to checking it out
Look what you can do with 15 AudioLayer instances in Cubasis 3:
I really appreciate your efforts in bringing directly to audiolayer some good libraries.
@McD @VirSyn
Fine, I got it. And it's amazing. I'm already thinking of how I can make use of different samples, if I should Nanostudio 2 it, or VirSyn.
I think where I'm at is that "Synth" or anything I'd like to be modulated electronically should be via Nanostudio 2, while libraries (Spitfire, Kontakt, etc can be via Audiolayer due to its excellent file management system)
Now, I'm trying to resist the urge to get Samplr. It's the same price as AudioLayer is right now but will I get much use out of it?
They are two very different things. I'm only going to give my non-expert view of the main differences in character.
AudioLayer's basic function is to create instruments from samples. By that I mean it's mostly geared toward arranging samples to be played in traditional ways from a keyboard or sequencer. Can you use it to do sample mangling and all sorts of things? Sure you can, but it's not really coming from that side of the field. It can handle massive number of samples.
Samplr is an instrument. Its strength is in looping, mangling, playing at different pitches, stuttering, reversing, etc. etc. etc. It isn't geared toward making instruments that are played in a traditional way from a keyboard or sequencer. It's geared mainly toward being played expressively from the screen. Can it be made to behave traditionally? Sure, but that's not where it's primarily focused. It works with comparatively few samples but squeezes a lot of life out of those.
I get more use out of AudioLayer. Not because it's inherently more useful, but because I'm weak in the kind of imagination that takes to Samplr's creative approach. I try to pick it up whenever I can in hopes of developing that area of creative skill.
I can't say whether Samplr will be of use to you. I'm glad I have it even though I don't get as much practical use out of it (yet) as i do from AudioLayer.
Spot on!
Spot! Sit! (Sorry... triggered my humor muscle).
Samplers have 2 distinct approaches:
faithful playback of audio samples (AudioLayer) Faux Reality Engines
sequenced playback of audio samples with ground breaking manipulation FX Sur-Reality Engines.
If Samplr is on sale... why wait? Totally different type of audio tool. What comes out of it is obviously
computerized with a non-synth impact. It's like the surreal tools that glitch (it sequences audio segments, mangling, massive filtering features). Its one of those toys you file with cluelessly and get outputs unlike any tool on your iPad. The GUI is a lot like the creatively layed out SpaceCraft which fits well in the AUv3 UI workflow.
ReSlice is a similar take on the audio mangling sample-based App. ReSlice is also from @Virsyn and many wished that ReSlice existed inside AudioLayer but moving audio between them is not difficult.
If you want to make something that sounds very current then Samplr, ReSlice and the "close to ready" Drambo are your ticket to relevance with listeners.
Nice, thanks Virsyn!
Great recommendations. Spacecraft was one of the first iOS apps I got, although I haven't played around with it (looked complex before I knew much about AUv3)
I was almost tempted to get Reslice but I'm glad I went with the more expensive AudioLayer, especially since I already have Beatmaker 3.
I think Virsyn is an amazing developer/development team and I'm hoping to better my programming skills so I can make useful tools that make workflows easier.
I'm still unsure about Samplr. I'll launch Spacecraft and if I can figure out the basics of it, then I'll be able to make a clearer decision before the end of today.
Always check YouTube for App videos... they exist for most generally needed apps.
AudioLayer prompted many YouTube videos and SpaceCraft has a lot too.
HINT: Poke the sequencer boxes and hit the play button. Then slide around the focus in the X-Y audio display. Repeat these steps in the lower GUI window and you have instant groove box sound you can manipulate in realtime.
Works as an AUv3 or standalone. Just a brilliant little music engine that works great for hours as a standalone experimental box. Just a long audio not sample and it even can be used via MIDI as an instrument or pseudo-synth app. There's a Mac version too which is rare... IOS hit gets a Mac port.
Samplr GUI design from the developer Marcos Alonzo:
8 modes in the app:
1. Tap to play a slice
2. use 2 fingers to make a loop
3. arpeggiator
4. e-bow,
5. tape
6. scratch
7. keyboard
8. loop player
Then a recorder for the touch events: sequencing had to be the recording of the touches.
That’s why the only way to sequence things is by recording the actual position of fingers on the screen.
It's a Live Playing Instrument design for EDM intents. Jam out.
But...but...my intents are EDM.
Arrrgh. This is hard lol.
Why is it so easy for me to pay for food if I'm hungry, but I second guess every app purchase like it's an investment. It might just be because it lasts longer than the food.
Because we spend so little time with very new app acquired and regret seeps in for the investment in stuff we just keep in storage but never play with. We're collectors. For most style there are probably 5 apps needed to get real work done but we keep collecting anyway. Smart people write a project with every project to balance cost to output.
Someone can help me with exs import? I don't know what I am doing wrong. I create a simple test from Mainstage but with no result. It seems that the exs file does not work after importing in Import folder of Audiolayer. I can open it, there is the command line going on as a successful import, but at the end it does not connect to the samples.
About Spacecraft, I also got it when I first started messing around with music on an iPad and didn't quite get it, but when I picked it up again recently after months of not using it, I immediately got it and fell in love with it. @Samflash3
This is the kind of screen I got after importing a simple exs test produced by Mainstage. All ok but without samples.
As I recall, I think apple support some audio formats in the EXS exports from the the Mac that AudioLayer cannot recognize. Aiff's are good but there's some with a CAF extension that just doesn't load. Nothing you are doing work... it just won't expose any valid samples. Frustrating AF... after 2-3 attempts and the wasted time. And those instruments sound great on the Mac. I recall I wanted some of the Smart Strings. Maybe someone has more understanding.... I just know it didn't work and instruments with AIF samples seem to import fine. You can see the text showing success as AuriodLayer imports valid samples.
I imagine real sample gets from work arounds with audio file conversion tools since there are 16-24 bit samples in there in the wrong container type. Just need to pour the samples into another container somehow I suspect. That type of audio file conversion/hacking really takes me back.
We live in a much better world where users just expect common file formats and push a lot of vendors that try to use proprietary containers buy avoiding these products as "damaged". Common Standards tend to win out in the end.