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
Dude, I can’t tell you how shocked I was when Drambo didn’t make the 10 or 20 best apps of 2020 that I think Gavinski put out recently. It’s absolutely ridiculous that an earth shattering app that hasn’t left the front page of this forum 6 months before April’s release , till now, some 6 months after, that has been evolving at a break a neck pace, has not been included in that video.
I might think it’s either quality or research or some dark commercial forces, I don’t know. Maybe it’s just personal preference but then in that case probably the maker of the video shouldn’t really be taken with much seriousness and more for the entertainment value.
Well he did say pretty clearly that it was his top apps, which is of course a very personal thing. He also said Drambo probably deserves app of the year, but he hasn’t used it much due to demands of the channel, reviews, etc.
Dark commercial forces? Dude, that is ridiculous. I clearly said several times it is my personal list of the apps I use and that resonated with me. Now that's the last I have to say on the matter, if you are in the mood for drama go find it somewhere else.
I will say one more thing. I do not claim and never have claimed to be any kind of expert. I read manuals and make vids on apps and share what I learned with others. Some find them useful, those who don't can go elsewhere. End of.....
It's not ridiculous, YT is full of people getting freebies to review and develop 'special relationships' with brands with all sorts of strings attached. It would be absolutely ridiculous not to consider it. Anyway, I never said you were, just maybe, so chill man.
I admittedly never watched the whole video but skipped through it to see what apps were mentioned. In fact I was looking specifically for Drambo, having beta tested it since day one, which in fact would have made me biased if I was to make a video of my selection.
So yeah, cool, it was your list and your opinion so nothing more here to discuss, really. De gustibus non disputandum est.
Fair enough, glad that's sorted 👍
Loopop with Moog Subsequent 37 and Nave on a classic iPad Air 2 which still has a headphone jack

Haha you tell em Gavinski. Drambo would have only made my top 10 as a token recognition for the ambition and scope of it...it's not something I've used nor regret not using since last summer.
I've been around since 2013, and iOS as a whole definitely did NOT develop into the great panacea I believed it could be at the time: a cheaper, streamlined substitute for desktop/laptop. The innovation dried up as quickly as the iOS indie games market did. Which, to be fair, is because there's only so much you can do with a touchscreen. It seems around the time AU arrived, all but the most talented and dedicated developers bailed out. There are some great AAA level companies in Fabfilter and Eventide who jumped aboard, but it really has just become a market of desktop ports along with a few dedicated indies with a loyal customer base. And that's cool with me, because they're cheap. I happen to fall into a perfect niche for primarily using an iPad because I dare not try to complete full, fleshed-out tracks with it. But it's perfect for cross-country collaboration, i. e. getting stems from a friend and adding a guitar track and synth track, for example, and sending those back. Intense recording and mixing is a no-no.
The real value in all of the iOS dabbling has been the ability to LEARN hands-on (synth programming of all sorts, production techniques, wild experimentation from throwing 10 $5 apps together and seeing how crazy you can get) at a discount.
I'm not sure why desktop equivalency has been a desire for iOS, ever. iPad is not a computer. Don't believe Apple.
No one expects a modular to be a daw setup, I'm not sure why this comparison won't end. iOS music production will never equate to using a computer and it shouldn't.
Personally, I don't need Logic or Ableton on iOS ever. If it happens, it's a bonus, but I don't need it.
Totally agree, except I'd say do believe Apple. Yeah, I know about the couple of ads and Cook's comments. But, they are talking about there is a computer as an email and web browser when they say that. From that perspective, the iPad/iPhone is a computer and the new additions to the iPad help in those areas. But, Apple's intentions with the iPad are pretty clear. Mobility and security are far more important to them than making it into a desktop competitor. They won't sacrifice the former for the latter.
For me, the thing that makes the iPad interesting is UI. Multitouch is the whole point of it to me. Something like Logic doesn't benefit from this and it certainly suffers from the limitations that the OS has to put on apps to maintain the mobility and battery life of the iPad.
At this point, I pretty much wish that AUv3 hadn't been enabled on iOS and all of the creativity was being spent on making standalone music apps and controllers for external devices. Realistically, AU's are great --- that's why I write them --- but they have taken away from what I think the iPad does best. Stuff like the Animoog is cool and inspiring. I'll take more of that any day over something like Logic.
If all AUv3's were created equal and actually worked as expected it would be cool
There's still too many issues with support for alternate sample-rates, some AUv3's freeze/render properly some don't and it's host dependent. A host should not have to resort to 'per plug-in' workarounds, that's just a sign of a faulty implementation of the standard.
Apple 'rushed out' AUv3 for iOS. If they would hav been serious about it they would have already had a host ready on which developers could test their apps and plug-ins against prior to release not to mention the lack of proper documentation.
I wonder if Apple even thought about the 'issues' that could happen when the hardware sample rate was changed out of the blue, I guess they didn't as their own camera app still records video-audio at 44.1k when 48k is de-facto standard.
Oh well, it's still early 2021 so a lot of things can still happen
Cheers!
@Samu:Excellent information there!!! Thanks
Audio Units have always been on iOS. AUv3 and second gen AU's are basically bridged to each other. There are really only two problems I see with the way Apple brought out AUv3 (and this includes on the Mac). The first is that the documentation is absolute crap! It's plain pathetic. The second is that the support for host-AU preset communication should have been there from the beginning. I can understand that they didn't foresee the need, but it would have been much better if they had.
The sample rate issues are squarely on the devs. It's not like this needed to be documented. Anyone doing audio dev should always have it on their minds. The sample rate is handed to you in the setup to render. But, this problem isn't unique to iOS. I've seen it on the Mac and I've seen it on Windows. Apple has always provided support for the sample rate changing. It's in the spec and it's supported in the way hardware is attached to the graph. Outside of the context of an AU as a plugin, it's a bit harder to deal with. You do get notifications when it happens though and you should deal with it.
BTW, Logic, MainStage, and GarageBand all look to me like they do their AU handling the same way. I suspect they use the same code underneath. I don't think having Logic on iOS would have helped with any of these issues. Logic on the Mac isn't exactly what I'd call a good reference platform for AU's. It has historically lagged in supporting new Apple audio tech. Getting them to support Cocoa for AU's in Logic was an epic PITA. Logic is much more concerned about their proprietary plugins than supporting 3rd party AU's. I'd still love to have MainStage on the iPad though. I think it would be a great fit.
That may be the case but it's 'good sh*t'.
MainStage would be nice in iPad, that's for sure...
...especially if it included all the stock Logic synths, sounds and effect plug-ins
With that said I've never bumped into issues when bouncing down tracks to audio in LogicPro or Renoise.
When freezing & rendering audio on iOS however it's a hit or miss and those are the kind of things that make me want to throw the iPad out the window.
To keep my sanity I'm for now using the iPad as a sound-module until the hosts and plug-ins mature a bit more...
Cheers!
I totally agree on all points. MainStage with its synths from Logic would make for a very nice iPad-as-a-sound-module setup.
Cheers to you too!
I just went from hardware to an iPad and skipped using a computer/laptop for music making. The iPad can be frustrating but nothing is without its limitations.
It definitely would. One thing that would be difficult for some would be that the logic/ main stage sound library is about 80gb, so given that storage on some iPads is low, that could be challenging. Of course, quite a bit of that is loops, and on Mac you can specify what you do and don’t want to install, so that could be the case.
Either way, I wouldn’t want to use logic on iPad without a real file system, and without support for things like uad, neither of which is coming anytime soon if at all. There’s already functionality to put logic projects into iOS GarageBand to try ideas that wind up back in the logic project, so that’s enough for me right now. It would be cool with that if your markers stayed with the gb iOS project, but still, it does work. I don’t do it that much but it is handy for taking something I started writing at home and trying out melodies, etc while I’m driving. Then I can him them in and work on them later in logic.
Since macOS is now getting rid of kexts and moving to user-space drivers, it should be possible for Apple to enable third party interface drivers in i(Pad)OS. I have no idea if they will enable this, but it should be doable now and still maintain security and kernel stability.
Which reminds me, I need to go see if MOTU has updated their drivers yet so I can try out the M4 on my Mac Mini.
I think I'm finally ready to admit to myself that iPads suck compared to MacBooks for music. I've been trying to work with it since day one and it's still a pain to do anything with multiple apps working together. And the DAWs are like...baby DAWs.
It's quite amazing what is possible on iOS today. I was before trying to achieve ANY results on Android but this environment is just not optimized for audio processing. What apple has done in terms of app integration... I just say WOW. Many newbies passionate about music (me included) will dive into it without a second thought. Amount of software is overwhelming. Computer power is increasing. iPad os is here. Just give it a few more years and imacs would become obsolete.
Midi 2.0 standard , Affordable multi core Powerful nano processors, PORTABILITY & very good app ecosystem will make iOS music as The Future.
I get people complaining about how iPads are immature compared to desktop and I have to fully admit that desktop apps are infinitely more feature rich, there is infinitely more of them and with the top-class desktop DAWs, all of the iPad DAWs are simply not a professional category. Especially when it comes to feature-richness, stability, reliability, predictability of updates etc... Of course, the price for the software is also often 1/10th, even lower, so it's fair enough.
Yet, when I sneak peak to hardware world and I see guys having setups for tens of thousands (euros/dollars) and I see how much their machines can do... I am totally not impressed. Yes, they often argument with "better sound" (which is honestly often arguable), of course it's tactile and you have a single device focused on a single thing, you can re-sell those devices if you don't like them etc,... But still. You can do infinitely more and for a fraction of price just with a decent collection of iPad apps. So if you look at hardware from just some points of view (e.g. portability, feature richness, flexibility, ease of routing, price,...), it seems like buying hardware for making music makes no sense, yet that's not true. It makes sense: if you value the benefits of hardware and don't value that much benefits of e.g. iPad or desktop.
The same goes for iPad vs desktop. If you want to sit in front of a computer, use keyboard and mouse, multiple screens, you demand pro-grade software, etc... Then simply iPad is not for you.
If you find sitting in front of computer daunting, uninspiring, you want to have a bit more fun, explore new stuff, don't want to steal software but also don't have hundreds or thousands to spent just for the "basic" set of tools... Then there's by far no better option.
IPads for music production???
Yup.
Quite a few professionals in my circle are now getting hip to using idevices as creative tools.
Hardware is currently being developed from
diy midi controllers such as ,‘Jambo’, through
to custom multichannel audio interfaces.
Small enough to put in a small bag.
Increased mobility.
Last year I got a phone call to mix a track.
After I had mixed the track the client
asked if I could also master the track.
So I did using AudioMaster.
It was released last Summer on iTunes and a couple of other platforms.
I’m currently using Auria Pro and dRambo to complete a mix.
I needed a de-esser.
Made one in dRambo.
It’s a superb mobile production system.
Make music.