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Comments
Ad me please! I'm using VS for my jams, all midi mapped (request - load next movie/ background file with midi command ) As I wrote above I'm using only one material / shader bit-for- bit (mapped to snare/clap - very classy!!!), and many (my own) backgrounds (movies)..
I see I can use two layers with the same material but that works not as expected if I remember good. So there is a room for further VS testing and not alternatives. Anyway love VS "as is" and yours other apps! Thank you for your work!
GOOOOOOOAAAALLLLLLLL!
VS 1.3.0 with Material Editor is currently available for testing on TestFlight
Yeah, noticed that.
Nice one.
Very excited for this, I’m about to check it out now
That’s the kind of news that can make me forget deadlines 😂
Will the material editor allow GLSL style control in much the same manner as Shadertoy?
Woah cool!
Who has given a spin to the mateiral editor? There are still a lot of details to polish but I would love to hear how was your initial experience.
+1
What do you mean by style control? Can you please elaborate?
Can you copy shader toy code to the editor? Would be nice if you could import code ta
There is a import button at the top of the material browser. The file must have a .frag extension. But don't expect it to work right way. You will need to adapt the code. This implies some previous shader writing experience.
How many here have dived into shader writing? I can tell you i'm a newbie in what relates with shader writing. I know the basic stuff.
All I meant by that was live feedback as you write your shader.
I wouldn’t classify myself as a skilled shader writer but got into shader writing via VEX (which in turn is based on RSL, Pixar’s RenderMan Shading Language) in Houdini (the 3d DCC).
There’s a wealth of resources online for Shadertoy, as all you need is your web browser to get started. And the Shadertoy archive is full of inspiring code fragments.
Whilst cut/paste workflows from Shadertoy to Visual Synth may not be possible right now, the Shadertoy API is completely open-source so it would be great to see it added in the future. There are already a few Shadertoy viewer apps on the App Store, the best and most current is this.
https://apps.apple.com/gb/app/shadertoy-viewer/id1595439881
Details on the API can be found here.
https://www.shadertoy.com/howto
It’s worth taking a look at TouchDesigner for inspiration too. The folk behind TouchDesigner were once part SideFX the company behind Houdini, but in the early days of Houdini, Derivative split off to focus on proceduralism for real-time use cases. In recent years they’ve built GLSL tools into TouchDesigner.
https://derivative.ca/
Yes, there is live preview as you code. Are you in the TestFlight?
And whilst I’m sharing. One of the best resources for learning real-time computer graphics is here.
https://iquilezles.org/
Inigo Quilez is the co-creator of Shadertoy, and his Patreon is approx $2 a month for access to some really great resources. He's also created a really cool new site called https://graphtoy.com/ for graphing and designing mathematical functions (which is at the foundation of many procedural graphics endeavors).
No, PM me the details. More than happy to feedback.
Shader writing is a very complex theme. That's why being a shader programmer is a carreer by its own.
I know the work of Inigo. His work is amazing. He has a YouTube channel too -> https://www.youtube.com/c/InigoQuilez
Shader writing is indeed a complex area. I only regard my own meagre efforts as hacks based on others mathematical genius!
Have you taken a look at KodeLife? It’s from the same folk that created TouchOSC. I came across it just now by happenstance as I was upgrading to the new version of TouchOSC.
https://apps.apple.com/gb/app/kodelife/id1569922579
It looks interesting. Once I’ve had a chance to check out the material editor in VS, I might do a compare.
This sounds pretty great to me. I have quite a bit of experience writing pixel and compute shaders so hopefully should be able to have fun.
I’ve messed around a bit with editing the existing ones but really don’t have any skills with writing them. I’m seeing what I can learn in the meantime but I’ll need to brush up on some math. I haven’t run across any issues from editing the templates though so far
KodeLife is a dedicated shader composing tool. We are not aiming to compete in that field. I guess advanced users will prefer to code in such tools and then adapt the code to fit in VS.
And that's exactly how I've been using it this afternoon. It's a great partner to VS as it has robust error checking and code completion. It's also very good value on iOS and a single license covers all desktop OS's.
I think Hexler has optimized it for live coding shenanigans but I hope it develops further as an IDE for real-time graphics.
Already having great fun with the beta!
@sinosoidal Just wondering if you spotted the last couple of PM's I sent you.
Yes, just didn't had the time to reply. Sorry!
Ok, when you get a chance, much appreciated and all that jazz
Regarding material editing. I dont know how many of you are familiar with sites like glslsandbox and shadertoy, but this sites inject variable declarations in the code, that you wont see declared. We do the same for all variables that are common for all the materials:
And if the manifest has parameters (eg: glow, noise), the parameters names will be variables as well:
This approach aims for a standardized format. It can however be a bit shady for starters or for people who want to move the code from and to shader editors like KodeLife.
So is there a way/process to save and import code from Shadertoy etc?
Yes, sure! But it will not work by simply copying/pasting without manual adjustments. I want to do a video tutorial on the topic after the release.