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Fabfilter Timeless 3

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Comments

  • @NeuM said:

    @BCKeys said:

    @NeuM said:

    @BCKeys said:

    @iOSTRAKON said:
    Yep! Although it makes my sessions not as dense

    @NeuM said:
    I do like the option of having all of the FabFilter apps for iOS, but I also find them rather resource hungry compared to other options, so I have to pick and choose depending on the complexity of each project.

    For me they are the lightest, I use them in quantity without any restriction, and I have no problem. I use GarageBand.

    Interesting. I find that certain FabFilter apps are so resource hungry they will actually slow down the audio on a track, causing a fraction of a second unintentional delay because it cannot process it fast enough.

    Ouch .. I never experienced any delays, as @NoiseFloored mentioned it could be another problem ? I’m not an expert at all, but FF filters offer me a really good experience.

    I believe that each one of us observes problems more or less explicable and in any case isolated... for example, when I record my guitar with my Apogee Jam 96k, I observe an advance on time... yes yes, an advance! Usually we observe problems of latency and therefore delay, in my case it is an advance of a few milliseconds and I have no idea where it comes from!

    Especially since I don't have this problem with other DAWs.

    The only solution I found is to use something like AmpliTube via IAA, and then I have no more problems. Weird huh 😁

    It really is weird. It’s so interesting that even people with similar setups can experience so many different issues.

    I hear you, I'd definitely seen my fair share of weird stuff (preventing crackles by keeping a GUI open is my top 1) so I wouldn't say with any certainty that what you're describing is wrong

  • edited May 2021

    I find FabFilter apps to be very performant on my 2018 iPad Pro.

    If others have issues, I suspect they are related to the animations. See for example:

    https://www.fabfilter.com/forum/6261/ios-saturn-2-auv3-graphic-based-cpu-spiking

    I wonder if there's a way to throttle the animations, as there is with DrumComputer.

    One of the characteristics of FabFilter apps is their miniscule size, which generally indicates highly optimized code.

    Saturn 2, for example, weighs in under 6MB:

  • A big part of the Fabfilter CPU load will be down to what amount of oversampling you choose too. Higher will obviously require more CPU.

  • @mojozart said:
    I find FabFilter apps to be very performant on my 2018 iPad Pro.

    If others have issues, I suspect they are related to the animations. See for example:

    https://www.fabfilter.com/forum/6261/ios-saturn-2-auv3-graphic-based-cpu-spiking

    I noticed this as well, when opening and closing the FabFilter plugins in AUM. Sugar Bytes apps too. On all of my iPads. The 2017 iPad Pro's A10X's performance is about the same as the 2018 iPad's A10 when testing the same stress test sessions in AUM. It seems that the Pro's significantly better Metal benchmarks makes no difference here.

  • @ocelot said:

    @mojozart said:
    I find FabFilter apps to be very performant on my 2018 iPad Pro.

    If others have issues, I suspect they are related to the animations. See for example:

    https://www.fabfilter.com/forum/6261/ios-saturn-2-auv3-graphic-based-cpu-spiking

    I noticed this as well, when opening and closing the FabFilter plugins in AUM. Sugar Bytes apps too. On all of my iPads. The 2017 iPad Pro's A10X's performance is about the same as the 2018 iPad's A10 when testing the same stress test sessions in AUM. It seems that the Pro's significantly better Metal benchmarks makes no difference here.

    Could it be that the FF plug-ins still use OpenGL and not Metal?

  • Ok... wow, this delay is truly something else. I have the bundle on desktop, and just wow... will instabuy as soon as it drops on iOS

  • @_ki said:

    >

    Garageband doesn‘t support latency compensation - so a track with a plugin using this technique may sound out of sync - so you better switch off the look-a-head.

    Source?

    I enable look ahead in GarageBand with no sync issues. GB supports latency compensation.

  • _ki_ki
    edited May 2021

    @realdawei I tested that about a year or so, when the first FF plugins came out. But you are right, it could have been added since then. I‘ll do a new test right now!

    Yay 👍🏼 You were right, Garageband now supports latency compensation.

    How to test if latency compensation is upported by a host ?
    * Setup a track of Ruismaker with 1/8th triggered hi-hat with super short decay, more like a click. (Other short sound sources also work).
    * Duplicate the track, both tracks use the same sound and pattern.
    * Playing the loop sounds in sync.
    * To the second track, add an AUv3 plugin with look-a-head buffer, like L2 with its 62msec (according to AUM).
    * => If you’ll hear double-triggerin of the hi-hat, the host doesn’t offer latency compensation.
    * => If the host supports latecy comensation, both tracks play in sync even with the FX

  • I have been giving Timeless 3 a run on the laptop and it is a huge improvement over Timeless 2. Very easy to get interesting sounds with the built in assignable LFOs etc.

    Hopefully Timeless 3 lands on iPadOS soon.

  • @Samu said:

    @ocelot said:

    @mojozart said:
    I find FabFilter apps to be very performant on my 2018 iPad Pro.

    If others have issues, I suspect they are related to the animations. See for example:

    https://www.fabfilter.com/forum/6261/ios-saturn-2-auv3-graphic-based-cpu-spiking

    I noticed this as well, when opening and closing the FabFilter plugins in AUM. Sugar Bytes apps too. On all of my iPads. The 2017 iPad Pro's A10X's performance is about the same as the 2018 iPad's A10 when testing the same stress test sessions in AUM. It seems that the Pro's significantly better Metal benchmarks makes no difference here.

    Could it be that the FF plug-ins still use OpenGL and not Metal?

    Is that the case?

    In 2018, Apple deprecated OpenGL in iOS 12 for both iOS and macOS.
    Any idea if Apple will eventually force devs to move to Metal?
    https://www.raywenderlich.com/9211-moving-from-opengl-to-metal

  • @ocelot said:

    Is that the case?

    In 2018, Apple deprecated OpenGL in iOS 12 for both iOS and macOS.
    Any idea if Apple will eventually force devs to move to Metal?
    https://www.raywenderlich.com/9211-moving-from-opengl-to-metal

    OpenGL(ES) still works iOS/iPadOS but it is no longer updated or optimized.
    I think they just make sure the OpenGL libraries compile and run...

    WWDC'21 will be interesting in this regard as well. Who knows maybe we'll get Metal 3 this time around :D

  • Dan Worrall

  • @mojozart The next best thing to it being released for iOS

  • @mojozart said:

    Dan Worrall

    Laughed out loud at the “They told me to keep it simple, buuut I just can’t help myself, so here”

  • Damn, the delay of a lifetime. When this drops on iOS I'm gonna remove every other delay on my device just to focus on learning the ins and out of Timeless.

  • Timless 2 is still my go-to in Auria, can't wait for this!

  • Looking forward to Timeless 3 for iPadOS as well...

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