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 Store

Loopy Pro is your all-in-one musical toolkit. Try it for free today.

New AU3 plugin: Tube AU - Play YouTube videos inside of audio unit hosts

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Comments

  • The user and all related content has been deleted.
  • edited July 2019

    @EyeOhEss said:

    @MonzoPro said:

    @EyeOhEss said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    Why? No different at all from trying clothes on in a store, or returning hardware to a shop if you don’t like it.

    It’s actually even less of an issue in App Store than with physical items, as its all just code. No one is put out by a refund of something that no one has ‘touched’ and subsequently has to still be sold to someone else...

    If there’s no ‘demo’ then buying is basically the only option... THAT is not cool ;)

    The losers are the developers, whose apps are being downloaded for nowt.

    You are not cool.

    Flagged. Muted. Goodbyeeeeeeee :)

    You flagged me for saying downloading and refunding apps, just because you don’t like them is not cool?

    I could be wrong, but I’m guessing the owner of the forum might not agree with you on that one.

  • edited July 2019

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    As an app developer, I have come to see this kind of purchasing behaviour in a positive light. Apple makes it somewhat complicated for us to implement a sales model where you get a free trial period and then have to pay for the app to continue using it when the trial expires. When developing audio unit plugins for desktop platforms that is standard practice. I would give 14 days free trial period on all our apps if I could, so this system does that in a way that’s totally transparent for me. I don’t even have to know that it’s happening. The only thing I don’t understand is who pays the 3% credit card transaction charges in that case?

    I thought devs lost money when an app is refunded? If not, and it doesn’t bother you then carry on.

    Well I haven’t actually done the math to see if the amount refunded equals the amount paid. But Apple doesn’t actually send us the check for app sales until about 90 days later. So if you get a refund in that time period we see it deducted from our estimated earnings. But we don’t actually loose money. We just don’t get paid. But that seems fair, if you aren’t buying the app. My only concern is that once Apple actually charges your credit card, there is a Visa transaction fee and i doubt if that is refunded, or if it does then somebody has to pay for it.

    I’m sure I’ve seen someone say devs lose a percentage of cash when an app is returned on here, I’m not a dev so I’ve no idea - you’d know more than me.

    The issue is with people abusing the refund system, downloading and refunding purchases ‘weekly’ sounds dodgy to me, and means less money for developers, which hurts the platform as a whole.

    I stick by my statement, it’s not cool.

  • @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    As an app developer, I have come to see this kind of purchasing behaviour in a positive light. Apple makes it somewhat complicated for us to implement a sales model where you get a free trial period and then have to pay for the app to continue using it when the trial expires. When developing audio unit plugins for desktop platforms that is standard practice. I would give 14 days free trial period on all our apps if I could, so this system does that in a way that’s totally transparent for me. I don’t even have to know that it’s happening. The only thing I don’t understand is who pays the 3% credit card transaction charges in that case?

    I thought devs lost money when an app is refunded? If not, and it doesn’t bother you then carry on.

    Well I haven’t actually done the math to see if the amount refunded equals the amount paid. But Apple doesn’t actually send us the check for app sales until about 90 days later. So if you get a refund in that time period we see it deducted from our estimated earnings. But we don’t actually loose money. We just don’t get paid. But that seems fair, if you aren’t buying the app. My only concern is that once Apple actually charges your credit card, there is a Visa transaction fee and i doubt if that is refunded, or if it does then somebody has to pay for it.

    I’m sure I’ve seen someone say devs lose a percentage of cash when an app is returned on here, I’m not a dev so I’ve no idea - you’d know more than me.

    The issue is with people abusing the refund system, downloading and refunding purchases ‘weekly’ sounds dodgy to me, and means less money for developers, which hurts the platform as a whole.

    This source, from ten years ago, says that when you buy an app, 30% goes to Apple and 70% to the developer. But when the customer gets a refund, Apple keeps the 30% and the app developer refunds 100%. I hope this isn’t true.

    https://www.google.com.vn/amp/s/www.cultofmac.com/9789/updated-appstore-refund-policy-wont-bankrupt-developers/amp/

  • @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    As an app developer, I have come to see this kind of purchasing behaviour in a positive light. Apple makes it somewhat complicated for us to implement a sales model where you get a free trial period and then have to pay for the app to continue using it when the trial expires. When developing audio unit plugins for desktop platforms that is standard practice. I would give 14 days free trial period on all our apps if I could, so this system does that in a way that’s totally transparent for me. I don’t even have to know that it’s happening. The only thing I don’t understand is who pays the 3% credit card transaction charges in that case?

    I thought devs lost money when an app is refunded? If not, and it doesn’t bother you then carry on.

    Well I haven’t actually done the math to see if the amount refunded equals the amount paid. But Apple doesn’t actually send us the check for app sales until about 90 days later. So if you get a refund in that time period we see it deducted from our estimated earnings. But we don’t actually loose money. We just don’t get paid. But that seems fair, if you aren’t buying the app. My only concern is that once Apple actually charges your credit card, there is a Visa transaction fee and i doubt if that is refunded, or if it does then somebody has to pay for it.

    I’m sure I’ve seen someone say devs lose a percentage of cash when an app is returned on here, I’m not a dev so I’ve no idea - you’d know more than me.

    The issue is with people abusing the refund system, downloading and refunding purchases ‘weekly’ sounds dodgy to me, and means less money for developers, which hurts the platform as a whole.

    This source, from ten years ago, says that when you buy an app, 30% goes to Apple and 70% to the developer. But when the customer gets a refund, Apple keeps the 30% and the app developer refunds 100%. I hope this isn’t true.

    https://www.google.com.vn/amp/s/www.cultofmac.com/9789/updated-appstore-refund-policy-wont-bankrupt-developers/amp/

    This, from 2009, says it’s not true. Apple pays for the transaction fees and the dev only has to refund the 70%:

    https://www.google.com.vn/amp/s/www.imore.com/apple-charging-developers-100-app-refunds?amp

    But I don’t see either of these articles providing references to back up these statements. I would like to see something from Apple’s terms of service or some other official statement.

  • @Blue_Mangoo said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    As an app developer, I have come to see this kind of purchasing behaviour in a positive light. Apple makes it somewhat complicated for us to implement a sales model where you get a free trial period and then have to pay for the app to continue using it when the trial expires. When developing audio unit plugins for desktop platforms that is standard practice. I would give 14 days free trial period on all our apps if I could, so this system does that in a way that’s totally transparent for me. I don’t even have to know that it’s happening. The only thing I don’t understand is who pays the 3% credit card transaction charges in that case?

    I thought devs lost money when an app is refunded? If not, and it doesn’t bother you then carry on.

    Well I haven’t actually done the math to see if the amount refunded equals the amount paid. But Apple doesn’t actually send us the check for app sales until about 90 days later. So if you get a refund in that time period we see it deducted from our estimated earnings. But we don’t actually loose money. We just don’t get paid. But that seems fair, if you aren’t buying the app. My only concern is that once Apple actually charges your credit card, there is a Visa transaction fee and i doubt if that is refunded, or if it does then somebody has to pay for it.

    I’m sure I’ve seen someone say devs lose a percentage of cash when an app is returned on here, I’m not a dev so I’ve no idea - you’d know more than me.

    The issue is with people abusing the refund system, downloading and refunding purchases ‘weekly’ sounds dodgy to me, and means less money for developers, which hurts the platform as a whole.

    This source, from ten years ago, says that when you buy an app, 30% goes to Apple and 70% to the developer. But when the customer gets a refund, Apple keeps the 30% and the app developer refunds 100%. I hope this isn’t true.

    https://www.google.com.vn/amp/s/www.cultofmac.com/9789/updated-appstore-refund-policy-wont-bankrupt-developers/amp/

    This, from 2009, says it’s not true. Apple pays for the transaction fees and the dev only has to refund the 70%:

    https://www.google.com.vn/amp/s/www.imore.com/apple-charging-developers-100-app-refunds?amp

    But I don’t see either of these articles providing references to back up these statements. I would like to see something from Apple’s terms of service or some other official statement.

    Check with the other developers, it might have been one on here who posted what I saw.

    I've spent thousands on apps over the years, and in that time only refunded about three that didn't work. Refunds are supposed to be for apps that don't work as advertised, not because the purchaser decides he wants to 'try before buying'.

  • edited July 2019

    @Blue_Mangoo said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    As an app developer, I have come to see this kind of purchasing behaviour in a positive light. Apple makes it somewhat complicated for us to implement a sales model where you get a free trial period and then have to pay for the app to continue using it when the trial expires. When developing audio unit plugins for desktop platforms that is standard practice. I would give 14 days free trial period on all our apps if I could, so this system does that in a way that’s totally transparent for me. I don’t even have to know that it’s happening. The only thing I don’t understand is who pays the 3% credit card transaction charges in that case?

    I thought devs lost money when an app is refunded? If not, and it doesn’t bother you then carry on.

    Well I haven’t actually done the math to see if the amount refunded equals the amount paid. But Apple doesn’t actually send us the check for app sales until about 90 days later. So if you get a refund in that time period we see it deducted from our estimated earnings. But we don’t actually loose money. We just don’t get paid. But that seems fair, if you aren’t buying the app. My only concern is that once Apple actually charges your credit card, there is a Visa transaction fee and i doubt if that is refunded, or if it does then somebody has to pay for it.

    I’m sure I’ve seen someone say devs lose a percentage of cash when an app is returned on here, I’m not a dev so I’ve no idea - you’d know more than me.

    The issue is with people abusing the refund system, downloading and refunding purchases ‘weekly’ sounds dodgy to me, and means less money for developers, which hurts the platform as a whole.

    This source, from ten years ago, says that when you buy an app, 30% goes to Apple and 70% to the developer. But when the customer gets a refund, Apple keeps the 30% and the app developer refunds 100%. I hope this isn’t true.

    https://www.google.com.vn/amp/s/www.cultofmac.com/9789/updated-appstore-refund-policy-wont-bankrupt-developers/amp/

    This, from 2009, says it’s not true. Apple pays for the transaction fees and the dev only has to refund the 70%:

    https://www.google.com.vn/amp/s/www.imore.com/apple-charging-developers-100-app-refunds?amp

    But I don’t see either of these articles providing references to back up these statements. I would like to see something from Apple’s terms of service or some other official statement.

    Ok, this one has a reference:

    https://www.cnet.com/news/apple-refund-clause-bad-for-developers/

    They quote the Apple terms of service agreement with developers, which I did not read when I signed it:

    6.3 In the event that Apple receives any notice or claim from any end-user that: (i) the end-user wishes to cancel its license to any of the Licensed Applications within ninety (90) days of the date of download of that Licensed Application by that end-user; or (ii) a Licensed Application fails to conform to Your specifications or Your product warranty or the requirements of any applicable law, Apple may refund to the end-user the full amount of the price paid by the end-user for that Licensed Application. In the event that Apple refunds any such price to an end-user, You shall reimburse, or grant Apple a credit for, an amount equal to the price for that Licensed Application. Apple will have the right to retain its commission on the sale of that Licensed Application, notwithstanding the refund of the price to the end-user.

    So the 30% that goes to Apple is a “service fee” that the developer pays to Apple in exchange for use of the App Store. And when a customer asks for a refund, Apple keeps the 30% service fee but the developer still has to refund 100% of the app price.

    Ouch!

    If this is true then every time you use the refund system to “try out” and app, you are taking 30% of the app price from the developer and giving it to Apple. That’s a pretty sweet deal for Apple.

  • @Blue_Mangoo said:

    @Blue_Mangoo said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @Blue_Mangoo said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    As an app developer, I have come to see this kind of purchasing behaviour in a positive light. Apple makes it somewhat complicated for us to implement a sales model where you get a free trial period and then have to pay for the app to continue using it when the trial expires. When developing audio unit plugins for desktop platforms that is standard practice. I would give 14 days free trial period on all our apps if I could, so this system does that in a way that’s totally transparent for me. I don’t even have to know that it’s happening. The only thing I don’t understand is who pays the 3% credit card transaction charges in that case?

    I thought devs lost money when an app is refunded? If not, and it doesn’t bother you then carry on.

    Well I haven’t actually done the math to see if the amount refunded equals the amount paid. But Apple doesn’t actually send us the check for app sales until about 90 days later. So if you get a refund in that time period we see it deducted from our estimated earnings. But we don’t actually loose money. We just don’t get paid. But that seems fair, if you aren’t buying the app. My only concern is that once Apple actually charges your credit card, there is a Visa transaction fee and i doubt if that is refunded, or if it does then somebody has to pay for it.

    I’m sure I’ve seen someone say devs lose a percentage of cash when an app is returned on here, I’m not a dev so I’ve no idea - you’d know more than me.

    The issue is with people abusing the refund system, downloading and refunding purchases ‘weekly’ sounds dodgy to me, and means less money for developers, which hurts the platform as a whole.

    This source, from ten years ago, says that when you buy an app, 30% goes to Apple and 70% to the developer. But when the customer gets a refund, Apple keeps the 30% and the app developer refunds 100%. I hope this isn’t true.

    https://www.google.com.vn/amp/s/www.cultofmac.com/9789/updated-appstore-refund-policy-wont-bankrupt-developers/amp/

    This, from 2009, says it’s not true. Apple pays for the transaction fees and the dev only has to refund the 70%:

    https://www.google.com.vn/amp/s/www.imore.com/apple-charging-developers-100-app-refunds?amp

    But I don’t see either of these articles providing references to back up these statements. I would like to see something from Apple’s terms of service or some other official statement.

    Ok, this one has a reference:

    https://www.cnet.com/news/apple-refund-clause-bad-for-developers/

    They quote the Apple terms of service agreement with developers, which I did not read when I signed it:

    6.3 In the event that Apple receives any notice or claim from any end-user that: (i) the end-user wishes to cancel its license to any of the Licensed Applications within ninety (90) days of the date of download of that Licensed Application by that end-user; or (ii) a Licensed Application fails to conform to Your specifications or Your product warranty or the requirements of any applicable law, Apple may refund to the end-user the full amount of the price paid by the end-user for that Licensed Application. In the event that Apple refunds any such price to an end-user, You shall reimburse, or grant Apple a credit for, an amount equal to the price for that Licensed Application. Apple will have the right to retain its commission on the sale of that Licensed Application, notwithstanding the refund of the price to the end-user.

    So the 30% that goes to Apple is a “service fee” that the developer pays to Apple in exchange for use of the App Store. And when a customer asks for a refund, Apple keeps the 30% service fee but the developer still has to refund 100% of the app price.

    Ouch!

    If this is true then every time you use the refund system to “try out” and app, you are taking 30% of the app price from the developer and giving it to Apple. That’s a pretty sweet deal for Apple.

    There's no such thing as a free lunch in eCommerce, somewhere along the line someone has to pay, and in the case of returns it's usually the seller.

    I'm guessing you're not endorsing the 'try before you buy' method @AndyPawlak and @EyeOhEss have been promoting now then?

    As I said, it's not cool.

  • @MonzoPro said:

    @EyeOhEss said:

    @MonzoPro said:

    @EyeOhEss said:

    @MonzoPro said:

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    That is not cool.

    Why? No different at all from trying clothes on in a store, or returning hardware to a shop if you don’t like it.

    It’s actually even less of an issue in App Store than with physical items, as its all just code. No one is put out by a refund of something that no one has ‘touched’ and subsequently has to still be sold to someone else...

    If there’s no ‘demo’ then buying is basically the only option... THAT is not cool ;)

    The losers are the developers, whose apps are being downloaded for nowt.

    You are not cool.

    Flagged. Muted. Goodbyeeeeeeee :)

    You flagged me for saying downloading and refunding apps, just because you don’t like them is not cool?

    I could be wrong, but I’m guessing the owner of the forum might not agree with you on that one.

    I don't want to get in a pointless argument at all, but why is it not cool to refund an app that you don't like? Apple should have a trial option. They don't, and so people are forced to take what (sometimes) amounts to a wild punt on an app. If Apple had a trial option, I'd agree with you, but I do find it a bit odd that you're essentially siding with Apple on this issue. Siding with a massively corporate monolith? I think that's not cool. I also return apps that I don't like - again, because there's no way of assessing it prior to actually forking out the money for it. If there was a solid 14-day trial option on all apps in the store, I would never return any app. It really is that simple. Either Apple do the right thing or us little people will have no option but to utilise our right under the law to return an app that isn't the one we thought we were getting. I've no idea why this approach might be in any way controversial. It's possible to scream, 'what about the poor developers', and I do have sympathy for that position. But even @Blue_Mangoo finds the lack of a trial option unwise, and I expect many other developers do, too, because it undoubtedly leads to fewer sales on account of the fact that many people don't realise there is a refund option. This means that the average punter will take great care when purchasing, and basically take a conservative rather than more adventurous approach to buying apps. Under this scenario, developers lose out, too.

  • The user and all related content has been deleted.
  • @MonzoPro said:

    As I said, it's not cool.

    Hey we get it, how about taking it somewhere else so this thread can stay on topic

  • @JackDwyerburger said:

    @MonzoPro said:

    As I said, it's not cool.

    Hey we get it, how about taking it somewhere else so this thread can stay on topic

    New thread: https://forum.audiob.us/discussion/33730/devs-have-to-pay-an-additional-42-when-customers-get-a-refund-is-this-true#latest

  • edited July 2019
    The user and all related content has been deleted.
  • The user and all related content has been deleted.
  • I haven’t said anything for over an hour, it’s the other dicks who keep tagging me and rehashing their right to get apps for free.

    I was trying to help you, by alerting you to the fact that endorsing people to ‘try before buying’ your app would leave you out of pocket. After all the flack I’ve had as a result I won’t bother again.

  • I hope apple is not treating you that way, I just want the loop recorder put back into ifretless bass, because it was a vital feature that created seamless loops that you could export for use in other apps quickly and easily without having to use some other unnecessary app for editing... you could say it was 42% of the reason why I loved the Ifretless apps so I can definitely empathize with how you feel..

    -purchaser of Ifretless bass, ifretless guitar, ifretless sax, and ifretless brass !!!

  • @kobamoto said:
    I hope apple is not treating you that way, I just want the loop recorder put back into ifretless bass, because it was a vital feature that created seamless loops that you could export for use in other apps quickly and easily without having to use some other unnecessary app for editing... you could say it was 42% of the reason why I loved the Ifretless apps so I can definitely empathize with how you feel..

    -purchaser of Ifretless bass, ifretless guitar, ifretless sax, and ifretless brass !!!

    Hi @kobamoto. You have been waiting patiently for that feature for a long time.

    I am tempted to put it back in there just for your sake alone, because you are so patient but persistent.

    However, I believe it was a mistake to put that in the app. It was a bad management decision that, together with other bad decisions on my part, very nearly forced us to close our company. That one feature alone did not drive us to he brink of bankruptcy but the idea that we should keep adding features until each and every customer is satisfied did. We simply can not stay afloat economically by making apps that have a wide a range of functionality like that but still sell for 1/5 the cost of desktop software. We need to find a balance where we can deliver good products that have a complexity level appropriate to the sale price and the cost of development.

    If we could make an audio unit looper that does the same thing that the iFretless looper did, but runs externally as an audio unit, and if we personally sent you a promo code so you can install it for free, would that work for you?

    The issue is that I see the need for the looper but I estimate it will cost us about $1500 to implement it. If it were sold as a general looper audio unit that works with any app, then it would have wide appeal and we would make back the development cost plus some profit. If it’s integrated into iFretless, an optimistic estimate is that it would increase iFretless sales by 1%, which would not pay for the cost.

    I wish we could say we just make great apps and don’t count the costs, but as a manager I have learned the hard way that counting the costs is my responsibility to my employees and their families.

  • edited July 2019

    @AndyPawlak said:

    @MonzoPro said:

    @AndyPawlak said:
    Here in the uk ,you have a statutory right of cancellation within 14 days for anything you purchase. I cancel apps and get a refund all the time. Just go to Apple report a problem and you will get a refund no questions asked. You are not banned from buying apps twice.

    True, but you can get your account blacklisted if you do it too often.

    No , that’s a myth ,
    that would be against the law,
    I have been doing it for years. I do it with most app releases. Buy it , check it out and if it’s rubbish get a refund.
    I probably do it once a week.

    yah it seems the rules differ region to region depending on the laws of the land.

    edit: oh snap wrong thread, sry, waking up etc...

  • @Blue_Mangoo given that it's evidently been fairly complicated implementing the YouTube functionality... how likely is it that this app will eventually load local videos from the camera roll and sync play/pause/stop with the host playhead vs the YouTube URL only? If likely, anytime soonish? :)

  • I can understand what you're saying but the fact that it was already there and then taken out is the part that is difficult to grasp, if it hadn't already been implemented I wouldn't have been asking, it's the reason I bought all of your apps. Having said all of that I wouldn't put you through the trouble for an AU looper as there are other loopers already available and I don't even use AU's. The great thing about the previous iteration of your apps was that I could avoid all of that.

    Anyways thanks for the explanation, these things are upsetting and I think I just need to let it rest.

  • @skiphunt said:
    @Blue_Mangoo given that it's evidently been fairly complicated implementing the YouTube functionality... how likely is it that this app will eventually load local videos from the camera roll and sync play/pause/stop with the host playhead vs the YouTube URL only? If likely, anytime soonish? :)

    We might do another app that plays only local videos and has more advanced controls for synchronising to the host timeline. The issue of prying the audio stream away from the web browser and the issue of skipping around quickly within the video timeline might be best not combined into the same app.

  • @kobamoto said:
    I can understand what you're saying but the fact that it was already there and then taken out is the part that is difficult to grasp, if it hadn't already been implemented I wouldn't have been asking, it's the reason I bought all of your apps. Having said all of that I wouldn't put you through the trouble for an AU looper as there are other loopers already available and I don't even use AU's. The great thing about the previous iteration of your apps was that I could avoid all of that.

    Anyways thanks for the explanation, these things are upsetting and I think I just need to let it rest.

    We cut it out because the old code was written for iOS 4 by a bunch of programmers who didn’t know what they were doing (us, nine years ago). It was impossible to maintain and full of errors.

    That was a very unprofessional thing to do: what kind of cheeky developer updates an app in order to remove features that customers already paid for? We do. It was a hard choice. But between that and abandoning the app or closing he business, that’s what we chose to do.

  • @Blue_Mangoo said:

    @skiphunt said:
    @Blue_Mangoo given that it's evidently been fairly complicated implementing the YouTube functionality... how likely is it that this app will eventually load local videos from the camera roll and sync play/pause/stop with the host playhead vs the YouTube URL only? If likely, anytime soonish? :)

    We might do another app that plays only local videos and has more advanced controls for synchronising to the host timeline. The issue of prying the audio stream away from the web browser and the issue of skipping around quickly within the video timeline might be best not combined into the same app.

    Sounds reasonable.

    The ONLY way I've seen this can currently be down at present is via Auria Pro with the IAP Video Import added. It works well actually, but obviously only works in Auria.

    I'd be cool to be able to do something similar in apeMatix/AUM/AB3 etc.

    I've asked a couple other devs about this over the last year and have been told it should be possible.

    Though, in the Auria implementation you've got a timeline to sync to. I'm not sure how you could use something like this in hosts like apeMatrix/AUM/AB3, but I think just being able to sync play/pause/stop would be sufficient in most cases. You could record a session where you're playing along with a sync'd low-res video preview, then import that track into a video editor like Lumafusion.

  • @Blue_Mangoo said:

    @kobamoto said:
    I can understand what you're saying but the fact that it was already there and then taken out is the part that is difficult to grasp, if it hadn't already been implemented I wouldn't have been asking, it's the reason I bought all of your apps. Having said all of that I wouldn't put you through the trouble for an AU looper as there are other loopers already available and I don't even use AU's. The great thing about the previous iteration of your apps was that I could avoid all of that.

    Anyways thanks for the explanation, these things are upsetting and I think I just need to let it rest.

    We cut it out because the old code was written for iOS 4 by a bunch of programmers who didn’t know what they were doing (us, nine years ago). It was impossible to maintain and full of errors.

    That was a very unprofessional thing to do: what kind of cheeky developer updates an app in order to remove features that customers already paid for? We do. It was a hard choice. But between that and abandoning the app or closing he business, that’s what we chose to do.

    understood.

  • @Blue_Mangoo said:

    @kobamoto said:
    I hope apple is not treating you that way, I just want the loop recorder put back into ifretless bass, because it was a vital feature that created seamless loops that you could export for use in other apps quickly and easily without having to use some other unnecessary app for editing... you could say it was 42% of the reason why I loved the Ifretless apps so I can definitely empathize with how you feel..

    -purchaser of Ifretless bass, ifretless guitar, ifretless sax, and ifretless brass !!!

    Hi @kobamoto. You have been waiting patiently for that feature for a long time.

    I am tempted to put it back in there just for your sake alone, because you are so patient but persistent.

    However, I believe it was a mistake to put that in the app. It was a bad management decision that, together with other bad decisions on my part, very nearly forced us to close our company. That one feature alone did not drive us to he brink of bankruptcy but the idea that we should keep adding features until each and every customer is satisfied did. We simply can not stay afloat economically by making apps that have a wide a range of functionality like that but still sell for 1/5 the cost of desktop software. We need to find a balance where we can deliver good products that have a complexity level appropriate to the sale price and the cost of development.

    If we could make an audio unit looper that does the same thing that the iFretless looper did, but runs externally as an audio unit, and if we personally sent you a promo code so you can install it for free, would that work for you?

    The issue is that I see the need for the looper but I estimate it will cost us about $1500 to implement it. If it were sold as a general looper audio unit that works with any app, then it would have wide appeal and we would make back the development cost plus some profit. If it’s integrated into iFretless, an optimistic estimate is that it would increase iFretless sales by 1%, which would not pay for the cost.

    I wish we could say we just make great apps and don’t count the costs, but as a manager I have learned the hard way that counting the costs is my responsibility to my employees and their families.

    Wow, talk about going above and beyond the call of duty!

  • Back in business @Blue_Mangoo. Thanks for the quick response.
    Also love the idea of an app that plays local (camera roll) videos.

  • Thanks for the fix, @Blue_Mangoo. Up and running for me again and taking up my entire afternoon :). It got me to bust out Blocs Waves again and I’m crapping out tunes

  • @Blue_Mangoo said:

    @stormbeats said:
    @Blue_Mangoo not to go too much off topic but would you consider developing an AU app that can route whatever audio source via the ipad like Soundflower OSX. Load it in any DAW as an AU just like Tube AU
    https://rogueamoeba.com/freebies/soundflower/
    I ask you because your Tube AU is sort of a similar app / audio router. :)
    Could maybe call it Audio Router AU. I would happily pay good cash for this

    We would do it in a heartbeat if we could figure out how. Soundflower does it by writing custom audio device drivers. That would be an impressive bit of engineering if someone could figure out how to do it on iOS.

    @Blue_Mangoo agreed.

  • @Blue_Mangoo I've noticed a bit of audio lag when hosting in apeMatrix. Is this something you've experienced?

    It's not a huge deal as I'm not interested in this app for the video, but of course it would be nice if everything sync'd up. Might be an issue with the audio being routed through the host, though...

    Let me know your thoughts. Love the app - definitely NOT interested in a refund and am not asking for an extended feature-set! ;)

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