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
You too dude? Disappointing.
Ok, just to address skiphunts claims here. I didn’t go anywhere but the facts. Audiobus told me you were ignoring me. Here’s the screenshot. Now it is mysteriously working but no worries!
About giving away a code, I give away codes of anyone who doesn’t claim after a few days.so that would have been nothing personal. Even if you had ignored me, I found it a bit surprising but wouldn’t have taken it too personally. The internet is the internet, who knows, could have somehow unintentionally offended you.
The thumbs down thing, as mentioned was clearly a joke. Everyone else here can see that clearly. Calm down buddy and no hard feelings. I’ve emailed you your code, have fun.
There is the screenshot from earlier. You can w]see why it would have shocked me a little bit it was no biggie. Drama over, have a great Easter.
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Anyway folks, it’s been fun but let’s just drop this now as there is no point ruffling feathers any more than necessary, so please refrain from teasing poor skip, especially on an Easter Sunday. Seems like some genuine weird glitch in the forum or something. No biggie, no biggie. Peace and love to all mankind etc etc!
“poor skip”? Ok dude. Whatever. Thx to you and Igor for the code. peace out
Ok, no humour allowed clearly. Have a good one man, let’s end this here
Oh, I see. ridicule=humor. Real funny. Got it. Already checking out. Later dude.
That did it, thanks @Gavinski. I’d actually watched your video twice and still hadn’t worked it out.
Fucking hell. What on earth happened here?
Don’t ask
I’m glad you worked the channel thing out though 😝
Has anyone described a possible problem with the standalone version: If you minimize and go to a different app and come back, the START button in main is blinking and the sequencer is no longer running. Pressing START again (to stop) and then pressing it again to START doesn't change the condition.
Will pass that on to igor
Please @Gavinski could pass on to a request for Igor to allow the ability to import and share templates would be amazing and would open doors for others that remain closed. I have tried to visualy copy template numbers but having poor eyesight and dyslexia its just about impossible. Cheers
OK sure that's a good idea
Though all it needs is to share presets via aum preset menu really, no?
Also, what templates work well is going to depend a lot on source audio files / channels. What use cases are you thinking of @Toastedghost?
I feel you on the eyes thing though. Igor has already said he Eil make the template easier to read. I complained about that already. The red colour in particular is lacking in contrast and it is definitely a strain on the eyes. I am not a fan of how the template section was done, that's for sure.
'in a future update (though not the first one which is imminent)'
Can anyone explain, in musical terms, what 'shift' and 'step' do in the Bitmasking section?
@celtic_elk @MarkH
Not a clue. This is the section of the app that’s most puzzling to me. I have a rough understanding that this involves some sort of computational logic component using AND/OR with a specific value (dialed in by one of the sliders) against the individual sampled bits, but I’m not too confident in that, and I have no real grasp of how that results in the sort of sounds that come out.
Well I can have a go. It's not really 'musical' at all. As far as I can tell, the bit masking works like it does in FieldScaper and SoundScaper. This means that Igor has created a virtual model of the memory in which a sound sample is stored. (In those other two apps it is literally a model of a 1 megabyte 8-bit memory chip.) When the sample is retrieved for playback, it will be by reading data from a series of consecutive addresses (in the virtual memory model), the number depending on how long the sample is. The 'address mask' is an overlay that is combined with the address from which each data value is read - it will effectively knock out bits from the address, substituting a 1 or 0 (in SoundScaper and FieldScaper you could choose which). This means it will retrieve data from the wrong place, with the error being systematic in some way. Generally it results in glitch effects or stutters.
So. The 'shift' parameter moves that interference bit mask right or left, changing the specifics of the interference. You can animate it, so the glitching changes over time. It looks like the 'step' parameter does the same thing but it applies the interference to a different cell. The definition isn't very clear, so it would take some experimentation.
I hope I have answered the right question
Very very useful! Thank you Mark. And glad to hear that @celtic_elk was just as much in the dark as me. I did ask Igor but the explanation was not too clear to me, your explanation rocks Mark
It simulates the read-out from a microprocessor. So when your audio is 16 bit you have 16 addresses. If you shift the read-out, bit 0 becomes bit 4, say, thereby distorting the signal. It’s circuit bending in software.
^^^ winner winner chicken dinner
Indeed Skip! Well it's nice to have both explanations, Mark's detailed one and @Philandering_Bastard's concise one. I'm calling it a draw!
I had another thought, since Beatcutter uses a signal at at threshold and you can use a different source as the trigger, we can design trigger samples which would have little content other than provide a trigger. These sample triggers could be designed to fire on certain beats 4 on the floor or any rythmn we choose.
I've had some similar thoughts. You could even make the triggers more or less arrhythmic, relative to the clock, using something like Rozetta Particles to drive a synth which provides a trigger signal to BeatCutter. You could also designate up to 8 files as the input channels and then use one or more external channels strictly as triggers. (You can't load a file into BeatCutter solely as a trigger, but you could get around this by using a host's file player to route a file into an external channel assigned to a trigger.) In all of these cases, "trigger" can refer to the trigger-driven sequencer as well as the trigger bus.
Ah so another file can’t be a trigger, now I know why this was not working,scratches head and trys to look celever! lol So the alternative trigger must be an external sourced instrument. Will experiment with this thanks.
If you've got a file that's already assigned to an input bus channel, you can use that input channel as a trigger (the I1-I8 settings on the trigger input slider), but there's no way to internally assign a file as a trigger otherwise. You could load a file into an input channel, assign a trigger to listen to it, and then mute the input channel - I think that would work, but it has the side effect that all of the cells fed by that input bus will only record silence when they're triggered, which might leave some unwanted holes of silence in your playback, depending on your settings.
Must an audio trigger reach 100% both it starts recording? If not how do I gauge its firing value?
A trigger starts recording when its meter reaches 100%, and continues until its meter drops below 100% (unless you’ve set the Length parameter for that trigger, in which case it records for [Length] beats).
@Philandering_Bastard 's explanation is how I understand it works based on how it works in Soundscaper and Synthscaper. I called it a "winner" because it is the most clear and concise that I've seen it explained to date.