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.

How can devs sell more apps, helping the iOS music scene survive and thrive?

245

Comments

  • @CaelumAudio said:
    The first issue is gradually getting there but will really take a more widely accepted "professional" DAW like Logic Pro to make it truly happen

    The thing that keeps me going back to the desktop is reliability.

    Pretty much every iOS beatbox, DAW, whatever that I’ve purchased has at some point not saved, or in the case of AUM - recorded, my work.

    For example over the last couple of days I’ve started exploring Drambo - had it since release but never really used it. Twice today I’ve opened a previously saved track to find the last edits I made weren’t saved, despite hitting ‘save’! I’ve instead had to reload the ‘recovered’ version (at least I could do that). Same with Gadget on a few occasions, Auria Pro (crashes, then unable to restore), Koala, NS2 etc., and regularly BM3. AUM fails to record my jams around 20% of the time.

    This has happened across three different iPads, different iOS versions etc.

    So it makes me nervous about putting a lot of time into what I do with the iPad, and I tend to use it as a live instrument instead with final editing on the desktop.

  • In order for the iPad to be taken seriously a 'pro-level' host/daw is essential...

    Sorry to say but, the current DAW offerings just don't cut it...
    ...and it's one of the reasons I'm back to using Logic on my Mac for DAW duties.

    It's easy enough to use universal control to control on both devices and drag'n'drop content (AUM Recordings etc.) between the devices. I can as an example drag an Audio Region from Logic's TimeLine to an instance of FlexiSampler in Drambo or drag a Drambo recording back to Logic's Time-Line.

    The iPad is perfect as a sound-module, groovebox, idea sketchpad etc. etc.

    But yeah, after 10+ years with the iPad it's getting a bit frustrating...

  • @Samu said:
    In order for the iPad to be taken seriously a 'pro-level' host/daw is essential...

    Sorry to say but, the current DAW offerings just don't cut it...
    ...and it's one of the reasons I'm back to using Logic on my Mac for DAW duties.

    It's easy enough to use universal control to control on both devices and drag'n'drop content (AUM Recordings etc.) between the devices. I can as an example drag an Audio Region from Logic's TimeLine to an instance of FlexiSampler in Drambo or drag a Drambo recording back to Logic's Time-Line.

    The iPad is perfect as a sound-module, groovebox, idea sketchpad etc. etc.

    But yeah, after 10+ years with the iPad it's getting a bit frustrating...

    I still find iPad and desktop to be complimentary. Projects many times start on iPad for me, then are finished on desktop, mostly because of the screen real estate issue but also because I can hear what something is really going to sound like for the final mix.

  • @NeuM said:

    I still find iPad and desktop to be complimentary. Projects many times start on iPad for me, then are finished on desktop, mostly because of the screen real estate issue but also because I can hear what something is really going to sound like for the final mix.

    Same here...
    It will be interesting to see how well stage-manager works in practice when iPadOS16.2 is released some time next week.

    I'm using the same audio-interface and monitors with both my M1 iPadPro and MacMini (ie. I just swap the USB cable from one device to another and BOOM) so the actual 'sound quality' is technically the same, the processing plug-ins may be different but I trust my ears and there's not a massive difference to be totally honest.

    Cheers!

  • @Samu said:

    @NeuM said:

    I still find iPad and desktop to be complimentary. Projects many times start on iPad for me, then are finished on desktop, mostly because of the screen real estate issue but also because I can hear what something is really going to sound like for the final mix.

    Same here...
    It will be interesting to see how well stage-manager works in practice when iPadOS16.2 is released some time next week.

    I'm using the same audio-interface and monitors with both my M1 iPadPro and MacMini (ie. I just swap the USB cable from one device to another and BOOM) so the actual 'sound quality' is technically the same, the processing plug-ins may be different but I trust my ears and there's not a massive difference to be totally honest.

    Cheers!

    The biggest pain point for me when I bring iOS projects over to desktop is making sure plugins I use on iOS are also available on desktop. And even when they are the vast majority of plugin settings don't carry over to desktop, so they must be re-entered manually or I have to export from iOS and then import the plugin setting to desktop separately.

  • It’s all relative though isn’t it? We have more capability to achieve things with mobile apps today than could have been achieved with the very best desktops of, say, twenty years ago. No one, I don’t think, would claim that all music made digitally twenty years ago was sub par because of those, by today’s standards, rather basic tools used. It’s what you do with what’s available.

    I don’t doubt that desktop is still the champ for most users, but I’m constantly amazed by what can be achieved on mobile these days. Personally, there’s very little I turn to desktop for now - working on a tablet just feels so much more immediate, intimate and involved. Long may it flourish.

  • @Gavinski said:

    @Krupa said:
    The real obstacle to higher prices on iOS is Apple’s rental terms; the value proposition just isn’t there if your investments can simply disappear at the click of a mouse.

    I do love many things about iOS music but that thing in particular is really troublesome once you’ve spent a fair whack of cash on the platform. When you consider the longevity of some desktop licenses and the value that represents, cheap as chips suddenly doesn’t look like it really works…

    Yep.... No resale ability has to be priced in too

    This is one of the things that Audio Damage's Chris Randall has explicitly mentioned when explaining the lower prices for the iOS versions: they're not multiplatform and they can't be resold.

  • ChatGPT sez:

    There are a few ways developers can try to sell more apps and help the iOS music scene survive and thrive. One way is to make sure their app has a unique and compelling feature set that sets it apart from other apps in the music app market. This can help the app stand out and attract users who are looking for a specific type of music app.

    Another way developers can try to sell more apps is by promoting their app through social media and other online channels. This can help increase awareness of the app and attract potential users who may not have otherwise heard of the app.

    Additionally, developers can try to create partnerships with music artists, bands, or record labels to help promote their app and reach a larger audience. This can also help build credibility for the app and make it more appealing to users.

    Overall, the key to selling more apps and helping the iOS music scene thrive is to create a high-quality app that offers unique and valuable features, and to promote it effectively to reach as many potential users as possible.

  • edited December 2022

    Okay, so bear with me here.. honest question..

    Is the iOS music scene not surviving and thriving? Do devs not already sell plenty of music production apps?

    Not being disingenuous, seriously. I just don’t have access to the relevant statistics / other data.. assuming there are any.

  • @emjay said:
    Okay, so bear with me here.. honest question..

    Is the iOS music scene not surviving and thriving? Do devs not already sell plenty of music production apps?

    Not being disingenuous, seriously. I just don’t have access to the relevant statistics / other data.. assuming there are any.

    No, they don't earn much for their time and effort...particularly compared to what they would earn doing commercial software development.

  • edited December 2022

    @espiegel123 said:

    @emjay said:
    Okay, so bear with me here.. honest question..

    Is the iOS music scene not surviving and thriving? Do devs not already sell plenty of music production apps?

    Not being disingenuous, seriously. I just don’t have access to the relevant statistics / other data.. assuming there are any.

    No, they don't earn much for their time and effort...particularly compared to what they would earn doing commercial software development.

    This sounds plausible. Any evidence / citations though?

    And on the other front (iOS music scene survival / “thrival”) .. ?

  • @emjay said:

    @espiegel123 said:

    @emjay said:
    Okay, so bear with me here.. honest question..

    Is the iOS music scene not surviving and thriving? Do devs not already sell plenty of music production apps?

    Not being disingenuous, seriously. I just don’t have access to the relevant statistics / other data.. assuming there are any.

    No, they don't earn much for their time and effort...particularly compared to what they would earn doing commercial software development.

    This sounds plausible. Any evidence / citations though?

    And on the other front (iOS music scene survival / “thrival”) .. ?

    Read through the forum and you will find many developers sharing information. I have also had a lot of conversations over the years with friends that are iOS music app developers.

  • @espiegel123 said:

    @emjay said:

    @espiegel123 said:

    @emjay said:
    Okay, so bear with me here.. honest question..

    Is the iOS music scene not surviving and thriving? Do devs not already sell plenty of music production apps?

    Not being disingenuous, seriously. I just don’t have access to the relevant statistics / other data.. assuming there are any.

    No, they don't earn much for their time and effort...particularly compared to what they would earn doing commercial software development.

    This sounds plausible. Any evidence / citations though?

    And on the other front (iOS music scene survival / “thrival”) .. ?

    Read through the forum and you will find many developers sharing information. I have also had a lot of conversations over the years with friends that are iOS music app developers.

    Fair call. I will do that.

  • edited December 2022

    This is a very interesting topic and discussion for a plethora of reasons. I didn’t read any of it yet but it’s important for everyone to think about if we ultimately want a strong iOS music ecosystem that evolves and benefits all sides. The entire app market is substantially lower then software markets and it feels ingrained somehow. apps shouldn’t be too expensive, why… that’s for another conversation. peoples perceptions of apps, and computer software are totally different, even though they are ‘basically’ the same thing.> @emjay said:

    Okay, so bear with me here.. honest question..

    Is the iOS music scene not surviving and thriving? Do devs not already sell plenty of music production apps?

    Not being disingenuous, seriously. I just don’t have access to the relevant statistics / other data.. assuming there are any.

    I’d say it is, but at a slower pace than many would like. It’s getting better, but slowly. developers aren’t always making enough dough to justify continued updates, new features, etc... Especially if they are a small one or two person operation. I don’t have any hard figures for you, but that’s why you see so many apps across the board switching to subscription pricing models. I think Loopy Pro came up with a creative solution.

    For some reason maybe it’s ingrained in us but people generally don’t want to pay as much for an application as they would for computer software, even though they are ‘basically’ the same thing. Unfortunately it will take a decent amount of time for people to adjust to the increased pricing of apps, time some developers don’t have if it is their sole source of income.

    Edit. This post was a mistake. I only meant to post the bottom portion. The top was something I typed then deleted. Must have saved a draft, then it got added in.

  • @Stochastically said:
    ChatGPT sez:

    There are a few ways developers can try to sell more apps and help the iOS music scene survive and thrive. One way is to make sure their app has a unique and compelling feature set that sets it apart from other apps in the music app market. This can help the app stand out and attract users who are looking for a specific type of music app.

    Another way developers can try to sell more apps is by promoting their app through social media and other online channels. This can help increase awareness of the app and attract potential users who may not have otherwise heard of the app.

    Additionally, developers can try to create partnerships with music artists, bands, or record labels to help promote their app and reach a larger audience. This can also help build credibility for the app and make it more appealing to users.

    Overall, the key to selling more apps and helping the iOS music scene thrive is to create a high-quality app that offers unique and valuable features, and to promote it effectively to reach as many potential users as possible.

    Very generic, but impressive nevertheless. I'll bet tons of kids are using this to write their homework 😂. And paragraph 3 is a valid point that hadn't been raised yet

  • @Gavinski said:

    @Stochastically said:
    ChatGPT sez:

    There are a few ways developers can try to sell more apps and help the iOS music scene survive and thrive. One way is to make sure their app has a unique and compelling feature set that sets it apart from other apps in the music app market. This can help the app stand out and attract users who are looking for a specific type of music app.

    Another way developers can try to sell more apps is by promoting their app through social media and other online channels. This can help increase awareness of the app and attract potential users who may not have otherwise heard of the app.

    Additionally, developers can try to create partnerships with music artists, bands, or record labels to help promote their app and reach a larger audience. This can also help build credibility for the app and make it more appealing to users.

    Overall, the key to selling more apps and helping the iOS music scene thrive is to create a high-quality app that offers unique and valuable features, and to promote it effectively to reach as many potential users as possible.

    Very generic, but impressive nevertheless. I'll bet tons of kids are using this to write their homework 😂. And paragraph 3 is a valid point that hadn't been raised yet

    Further to that other conversations were having, that’s how the strokes guy is approaching it I guess, definitely a good way to bring legitimacy and perceived value to a product...

  • @monz0id said:

    @Gavinski said:
    That said, social media can be a huge timesink, so I also understand that some have just decided it's not the best use of their time

    Hence my highlighting their lack of engagement with others that do it on their behalf - for free.

    It took me a very, very long time to build up my social media followers, and was incredibly effective in pulling in the punters. I eventually had to tweet my own promotions in stages to avoid crashing my servers. I’m sure I helped the developers I promoted make a few quid too.

    It only takes a couple of seconds to like a post, after all.

    Yes... A lot if devs also don't think about this when considering the value they get from a youtuber making a video on them. It's not just the time you spend researching the app, making the video, YouTube admin, writing descriptions, posting to socials, engaging with replies etc - it's also the years you have spent building up your channel to get a certain amount of reach. It's a lot of work.

  • @Krupa said:

    @Gavinski said:

    @Stochastically said:
    ChatGPT sez:

    There are a few ways developers can try to sell more apps and help the iOS music scene survive and thrive. One way is to make sure their app has a unique and compelling feature set that sets it apart from other apps in the music app market. This can help the app stand out and attract users who are looking for a specific type of music app.

    Another way developers can try to sell more apps is by promoting their app through social media and other online channels. This can help increase awareness of the app and attract potential users who may not have otherwise heard of the app.

    Additionally, developers can try to create partnerships with music artists, bands, or record labels to help promote their app and reach a larger audience. This can also help build credibility for the app and make it more appealing to users.

    Overall, the key to selling more apps and helping the iOS music scene thrive is to create a high-quality app that offers unique and valuable features, and to promote it effectively to reach as many potential users as possible.

    Very generic, but impressive nevertheless. I'll bet tons of kids are using this to write their homework 😂. And paragraph 3 is a valid point that hadn't been raised yet

    Further to that other conversations were having, that’s how the strokes guy is approaching it I guess, definitely a good way to bring legitimacy and perceived value to a product...

    Ah OK, but he's definitely failing very badly in other areas, that app is not getting anywhere near the traction or exposure it could, as we have discussed privately.

  • @Gavinski said:

    @Krupa said:

    @Gavinski said:

    @Stochastically said:
    ChatGPT sez:

    There are a few ways developers can try to sell more apps and help the iOS music scene survive and thrive. One way is to make sure their app has a unique and compelling feature set that sets it apart from other apps in the music app market. This can help the app stand out and attract users who are looking for a specific type of music app.

    Another way developers can try to sell more apps is by promoting their app through social media and other online channels. This can help increase awareness of the app and attract potential users who may not have otherwise heard of the app.

    Additionally, developers can try to create partnerships with music artists, bands, or record labels to help promote their app and reach a larger audience. This can also help build credibility for the app and make it more appealing to users.

    Overall, the key to selling more apps and helping the iOS music scene thrive is to create a high-quality app that offers unique and valuable features, and to promote it effectively to reach as many potential users as possible.

    Very generic, but impressive nevertheless. I'll bet tons of kids are using this to write their homework 😂. And paragraph 3 is a valid point that hadn't been raised yet

    Further to that other conversations were having, that’s how the strokes guy is approaching it I guess, definitely a good way to bring legitimacy and perceived value to a product...

    Ah OK, but he's definitely failing very badly in other areas, that app is not getting anywhere near the traction or exposure it could, as we have discussed privately.

    Yep totally, might just be the high price s as well…

    Somewhat separately, has anyone ever made real stats for the market share that iOS has relative to desktop? That would go a long way to clarifying the reality of the situation.

  • edited December 2022

    @Gavinski said:

    @monz0id said:

    @Gavinski said:
    That said, social media can be a huge timesink, so I also understand that some have just decided it's not the best use of their time

    Hence my highlighting their lack of engagement with others that do it on their behalf - for free.

    It took me a very, very long time to build up my social media followers, and was incredibly effective in pulling in the punters. I eventually had to tweet my own promotions in stages to avoid crashing my servers. I’m sure I helped the developers I promoted make a few quid too.

    It only takes a couple of seconds to like a post, after all.

    Yes... A lot if devs also don't think about this when considering the value they get from a youtuber making a video on them. It's not just the time you spend researching the app, making the video, YouTube admin, writing descriptions, posting to socials, engaging with replies etc - it's also the years you have spent building up your channel to get a certain amount of reach. It's a lot of work.

    The amount of work people like you and Doug put in is incredible. I can’t recall a single app purchase that I’ve made where I haven’t watched the vids first, and often (e.g. yesterday with a Doug Drambo tutorial) refer back once I’ve bought them. These vids are sometimes the only showcase there is for some developers (flashy footage of hipsters tapping out beats in the park and on trains doesn’t count).

    They’d notice a serious drop in sales if you guys stopped what you’re doing.

  • @Agatha_aga said:
    Analyze the market and competitor offerings. Selling another VA synthesizer or compressor is getting harder ;)

    100%. I have already stopped "collecting" synths because most of them offer not too much new and honestly life is too short to play with them all.
    If you want to be successful as a developer, be creative so we can also be creative when creating :lol:
    The bar is set high, but sorry it's 2022.

  • @monz0id said:

    @Gavinski said:

    @monz0id said:

    @Gavinski said:
    That said, social media can be a huge timesink, so I also understand that some have just decided it's not the best use of their time

    Hence my highlighting their lack of engagement with others that do it on their behalf - for free.

    It took me a very, very long time to build up my social media followers, and was incredibly effective in pulling in the punters. I eventually had to tweet my own promotions in stages to avoid crashing my servers. I’m sure I helped the developers I promoted make a few quid too.

    It only takes a couple of seconds to like a post, after all.

    Yes... A lot if devs also don't think about this when considering the value they get from a youtuber making a video on them. It's not just the time you spend researching the app, making the video, YouTube admin, writing descriptions, posting to socials, engaging with replies etc - it's also the years you have spent building up your channel to get a certain amount of reach. It's a lot of work.

    The amount of work people like you and Doug put in is incredible. I can’t recall a single app purchase that I’ve made where I haven’t watched the vids first, and often (e.g. yesterday with a Doug Drambo tutorial) refer back once I’ve bought them. These vids are sometimes the only showcase there is for some developers (flashy footage of hipsters tapping out beats in the park and on trains doesn’t count).

    They’d notice a serious drop in sales if you guys stopped what you’re doing.

    Yep, most definitely, cheers Monzo!

  • edited December 2022

    One thing to note.. somebody here mentioned that without full blown DAW iPad cannot be considered as serious pro production tool.

    I'll be brutally honest here.. Talented creative people with knowledge can already do with just iPad full blown world 's TOP class music literally in any genre, perfectly produced music which can BREAK the charts or gain maximum respect from listeners AND other producers in given genre.

    Current iPad music apps ecosystem has tremendeosly more possibilities than had people back in '80 in big studios when they recorded greatest hits of thst era.

    People who can't do great music wih iPad now, will be not able to do it even if one day full Logic Pro or Live or any other full fewtured DAW drops on iOS. They always find excuse why it doesn't work or what is missing.

    Hate me, argue with me, but those are facts.

    /drop the mic/

    Btw. i see here at this forum few people who definitely are GREAT musicians and i higly respect them ! Not going to name (i'm afraid i would forget somebody lol), but there is probably up to 10 people to who i have mad respect in terms of their music.

  • @dendy said:

    One thing to note.. somebody here mentioned that without full blown DAW iPad cannot be considered as serious pro production tool.

    I'll be brutally honest here.. Talented creative people with knowledge can already do with just iPad full blown world 's TOP class music literally in any genre, perfectly produced music which can BREAK the charts or gain maximum respect from listeners AND other producers in given genre.

    Current iPad music apps ecosystem has tremendeosly more possibilities than had people back in '80 in big studios when they recorded greatest hits of thst era.

    People who can't do great music wih iPad now, will be not able to do it even if one day full Logic Pro or Live or any other full fewtured DAW drops on iOS. They always find excuse why it doesn't work or what is missing.

    Hate me, argue with me, but those are facts.

    /drop the mic/

    Absolutely agree 100%

  • edited December 2022

    @dendy said:
    One thing to note.. somebody here mentioned that without full blown DAW iPad cannot be considered as serious pro production tool.

    I'll be brutally honest here.. Talented creative people with knowledge can already do with just iPad full blown world 's TOP class music literally in any genre, perfectly produced music which can BREAK the charts or gain maximum respect from listeners AND other producers in given genre.

    Current iPad music apps ecosystem has tremendeosly more possibilities than had people back in '80 in big studios when they recorded greatest hits of thst era.

    People who can't do great music wih iPad now, will be not able to do it even if one day full Logic Pro or Live or any other full fewtured DAW drops on iOS. They always find excuse why it doesn't work or what is missing.

    Hate me, argue with me, but those are facts.

    /drop the mic/

    Btw. i see here at this forum few people who definitely are GREAT musicians and i higly respect them ! Not going to name (i'm afraid i would forget somebody lol), but there is probably up to 10 people to who i have mad respect in terms of their music.

    100% agree also but I think a full blown DAW would increase the attractiveness of iOS as a music making platform for many more traditional desktop users - that in turn would help developers through size of market. It's not necessarily about those that have already made the switch.

    I think the switch is inevitable for most but its about incentivising people to switch faster.

  • edited December 2022

    @CaelumAudio
    100% agree also but I think a full blown DAW would increase the attractiveness of iOS as a music making platform for many more traditional desktop users - that in turn would help developers through size of market.

    I'm not completely sure with this.. desktop people are used to have big screens, multiple screens, use many plugin windows simultaneously on screen.. i'm not sure if ppl who are calling for full blown DAW are aware than just porting 1:1 big daw UI to iPad would render it almost unusable on small touch screen .. it would need huge UI remake with greatly adjusting controls and - most importsntly WORKFLOW (which is direct result of UI) - to small touchscreen enviroment

    Sometimes people idealize in their dreams subject of their dreams, but reality often bites hard.

    Yes, the respect/interest from desktop users would definitely go up a bit, but i don't believe it would trigger "revolution"

    main problem is pricing model, apple stealing 30% from profits ,and most importantly low prices and users don't willimg to pay desktop prices even for desktop grade apps (compare prices of FabFilter plugins on iOS and on desktop and those are basically same plugins, there is more examples where exactly same plugin costs significantly less on ios just because Dev knows that people on iOS would't buy it for desktop price even through it's exactly same app)

  • Yes but of course you can't charge desktop prices if there is no ability to sell your license. Also, now most devs, certainly all ios devs, are only paying 15% to Apple, which seems to me fairly reasonable. The rest I agree with tho 👍

  • I think there’s a more suitable alternative to a desktop daw that wold attract people to the platform; loopy pro is heading there, but it might just be a tiny bit too complex to get started right now. Something that’s got the intuitive instantly playful and live feel of aum that makes creating, or ’guiding into being’ more complete pieces easy would be a real head turner and might just kick off a new revolution in music making…

  • @Krupa said:
    I think there’s a more suitable alternative to a desktop daw that wold attract people to the platform; loopy pro is heading there, but it might just be a tiny bit too complex to get started right now. Something that’s got the intuitive instantly playful and live feel of aum that makes creating, or ’guiding into being’ more complete pieces easy would be a real head turner and might just kick off a new revolution in music making…

    AUM with a dedicated mixer screen or pop-up, inbuilt high-res midi custom interfaces and an mpe compatible piano roll sounds about right!

  • @Gavinski said:

    @Krupa said:
    I think there’s a more suitable alternative to a desktop daw that wold attract people to the platform; loopy pro is heading there, but it might just be a tiny bit too complex to get started right now. Something that’s got the intuitive instantly playful and live feel of aum that makes creating, or ’guiding into being’ more complete pieces easy would be a real head turner and might just kick off a new revolution in music making…

    AUM with a dedicated mixer screen or pop-up, inbuilt high-res midi custom interfaces and an mpe compatible piano roll sounds about right!

    Some sort of ‘section builder’ that let you arrange stuff, not a full on timeline as such, more a way to structure it all… but it would probably not be great to break aum as it works for most people as is - not withstanding those suggestions, they all sound interesting

Sign In or Register to comment.