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

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Comments

  • I try to do my part by telling my musician friends how much I like making music on iOS. I myself was very dubious about iOS as a music platform until, in 2013, a friend demonstrated Tabletop for me. I was so impessed, I bought an iPad as soon as I could. If we can turn more people on to iOS musicmaking, more people will be buying these apps, therefore more sales for the devs 👍

  • 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.

    I doubt I’m in your list of ten, but I completely agree it’s possible to create perfectly acceptable music on an iPad, and probably 75% of what I do has begun that way.

    The issue for me is not the quality and breadth of tools available, but their reliability. On a number of occasions I have spent a great deal of time on intricate compositions in say, Auria Pro, only to have the damn thing crash and lose everything. I use AUM as a tool to capture live multi-app performances, and it’s heartbreaking when I go to listen back to a recording in Audioshare only to find it’s not there. I’ve lost a lot of my best music that way.

    So it’s all about how much time and energy I want to invest in an iPad recording, when there’s a real potential that it could be lost. That doesn’t happen to me on desktop. So until the crashes, saved work that hasn’t saved, and strange missing recordings stop happening I have to use the desktop for final arrangements.

    Edit: I should probably add that I’m currently getting into Drambo, properly now, and the sonic potential that’s providing might just make up for the occasional lost bit of work.

  • The big money is rarely in the serious customer, it’s in the hundreds of thousands of general customers who probably won’t know they need an iOS music app until the right, easily accessible, quick rewarding app hits Boing Boing.

    The right app would be one that can make anyone feel like they could really be a musician, and makes it easy for them to share their creations. If the app could share both audio and video with a distinctive look (like the Fluss aesthetic) it would drive additional buyers to the app instead of diffusing their dollars. Launching this sort of app also relies on already having an instabuy user base to trend strong initial sales.

    The big app would lift the whole category, at least for a while - and after the boom things would probably settle to an overall higher level than they are at now.

    The Bram Bos/Hainbach launch was the closest I’ve seen to this so far, and the launch video was new territory for iOS apps. Networking with Emily Hopkins to connect with the pedal crowd was really smart.

    Do something like that again with a product that directly addresses a generalist’s desire to “be a real musician” and has Fluss’s “shake and succeed” level of gratification and the whole category would have its moment. Do it with a generalist’s toy DAW and easy plug pretty Fluss-like toy interface, real capability, buy the whole set components and you’d have an empire. Go all out and make one component the Harp-see-chord and leverage the Emily Hopkins social network further. Add a Two Sets of Violin or practice 40 hours licensed branded component and tap into their huge fan base as well.

    I’m ready to instabuy! 🤣🤣🤣

  • edited December 2022

    Mhh.....in the last 12 years or so since I started with NanoStudio, ThumbJam and some other wonderful apps I must say nothing really changed that much and I doubt it will in the next 12 years.
    I mean there is/was a natural progression in terms of computing power and whatever.
    From Sonoma pasteboard to the latest (still crippled) iOS data sharing, some great tool like 3D Touch which were removed again to take a step back it felt like making always one step forward and one back.
    I made whole albums with an iPhone 4 and I think I had a great creative phase and I agree that it is possible to do amazing thing still even with just a smartphone.
    But since I migrated mainly to a laptop/Mac set-up and I do not have much time for music anymore it is so much more easy and faster to do thing without having to use a single add on.
    The only thing I really still prefer on iOS is the much faster way to install and deinstall things via a single way.
    But that has a price.
    Also in my personal opinion iOS still lacks a lot tools I would like to have.
    Since I own the M1 MacBook it makes even less sense to use iOS most of the time.
    As already mentioned if you are creative you can do almost everything with anything (more or less).
    Also as I get older I could not replay go back to smaller screens and no headphone jack and the need of more dongles I would ever need with a single laptop. I even do not need a midi keyboard most of the time and playing on a touch screen is after all these years nothing what I want. It's still great for control things like faders and such.
    I See iOS devices more as an extension to my other set-up.
    Next is that these new iOS devices are now almost at the same level as a good laptop or even cheap desktop set-up....and I mean also the price tag.
    I also agree that there is still not one iOS DAW I would want to work with now.
    Yes, I loved NanoStudio, BeatMaker2, MusicStudio etc. but Logic is just so much more and once you learned it and get used to it there is no way back for me. As bonus I get since years huge free updates which almost replaced all my iOS for which have spend much more money compared to a single big DAW.
    What I really miss are more apps which are really made for touch screens like FingerFiddle, ThumbJam etc.
    But I am an old bastard and I have not bought a single music tool in the last 12 months (o.k. maybe 1-2) since the market is so oversaturated and moderns DAWs almost come with everything you ever need.
    So people have more choice than ever and I do not think people are not aware of what you could do with iOS devices and music apps but it is just nothing special anymore....it is just one of many tools.
    O.k. long bla bla bla but even if it sounds negative I do not think there will change much since I read the same things since a decade now.
    IOS will still stay its own market for a long time.

  • @monz0id said:

    @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.

    The issue for me is not the quality and breadth of tools available, but their reliability. On a number of occasions I have spent a great deal of time on intricate compositions in say, Auria Pro, only to have the damn thing crash and lose everything. I use AUM as a tool to capture live multi-app performances, and it’s heartbreaking when I go to listen back to a recording in Audioshare only to find it’s not there. I’ve lost a lot of my best music that way.

    @j_liljedahl is there a known issue with AUM recordings sometimes failing to be recorded?

    @Angie said:
    The big money is rarely in the serious customer, it’s in the hundreds of thousands of general customers who probably won’t know they need an iOS music app until the right, easily accessible, quick rewarding app hits Boing Boing.

    The right app would be one that can make anyone feel like they could really be a musician, and makes it easy for them to share their creations. If the app could share both audio and video with a distinctive look (like the Fluss aesthetic) it would drive additional buyers to the app instead of diffusing their dollars. Launching this sort of app also relies on already having an instabuy user base to trend strong initial sales.

    The big app would lift the whole category, at least for a while - and after the boom things would probably settle to an overall higher level than they are at now.

    The Bram Bos/Hainbach launch was the closest I’ve seen to this so far, and the launch video was new territory for iOS apps. Networking with Emily Hopkins to connect with the pedal crowd was really smart.

    Do something like that again with a product that directly addresses a generalist’s desire to “be a real musician” and has Fluss’s “shake and succeed” level of gratification and the whole category would have its moment. Do it with a generalist’s toy DAW and easy plug pretty Fluss-like toy interface, real capability, buy the whole set components and you’d have an empire. Go all out and make one component the Harp-see-chord and leverage the Emily Hopkins social network further. Add a Two Sets of Violin or practice 40 hours licensed branded component and tap into their huge fan base as well.

    I’m ready to instabuy! 🤣🤣🤣

    Great analysis Angie, yes Hainbach is really great at networking I think and that has been really key in building his channel. The Andrew Huang Flip thing could have been great for iOS if only they had made it available as AUv3 and demoed it in something like AUM. Huge missed opportunity there for the whole scene. I hope the next YT celeb to make an app a) understands the ecosystem b) finds a dev to collab with who knows how to make an AUv3 app with a killer UX and UI c) isn’t just making the app for their own usecase but thinking about how it could appeal to a wider range of use cases, as necessary.

  • edited December 2022

    @Gavinski - you just reminded me that super app should have a Look Mom No Computer component too! 🤑

    And toss in a free component that’s just a YouTube viewer positioned as a “learn more about” tool that links to the relevant components’ brand influencer channels to reinforce the apps connection to the YouTube algorithm of the moment. (Like what Chordify does)

  • @Gavinski said:
    is there a known issue with AUM recordings sometimes failing to be recorded?

    There doesn’t seem to be a specific reason. I’ve mentioned it on here before and a couple of people have confirmed the same thing happening, though most don’t seem to have a problem. It’s frustrating as it doesn’t crash - so you carry on thinking everything’s fine until you check for the recording.

    Quite often I find ‘rescue.raw’ files in Audioshare, but they seem to be blank.

    Maybe it’s a device RAM, or storage space, or particular app glitch - it may not be a fault with AUM at all.

    But it’s these frustrating, isolated glitches that only seem to affect a few people that put some of us off from making serious work on the iPad. Consequently I’ll see people report problems with apps on here that work perfectly for me. I guess there’s such a variation in hardware, iOS version, and app usage combinations that figuring out the culprit is needle in a haystack time.

  • It is said that 'FL Mobile' has sold over 1 million apps (or some ridiculous figure like that).

  • (Probably) unpopular opinion: most influencer videos and most teasers suck. Horribly. I avoid them like the plague.

    More specifically, a lot of influencer videos tend to be awkwardly gesticulating guys (if it's awkward it's always guys) with silly gaping-mouth title images and not much content. And a lot of teasers say precisely nothing - in which case, they're just wasting my time.

    I don't have hard data obvs, but I boldly imagine the big trick is to be able to sell your stuff at a higher unit price. If you're selling it for 1.99 a pop, you're doomed regardless of how many people buy it. (I'm talking about the niche music app market here, where you don't sell apps by the million).

  • @Gavinski said:
    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 👍

    fair point with no posibility to sell license.. Another thing which apple fucked up..

  • Even successful commercial companies with experience in marketing, etc are not making a lot of income in iOS. A lot of this discussion seems generated by imagination without knowing if any of the recommended actions would generate enough additional revenue to justify the time and/or hassle spent.

    There is also an assumption that Audiobus forum is a large enough community to provide sustainable income to devs and that it is representative of iOS music software buyers.

    If you think you know for sure how to make iOS music apps more profitable, make a deal with a developer something like this: you propose the number of sales you can achieve for them that would generate enough revenue to pay you a reasonable salary for your work AND increase their profit significantly after paying you…and you agree to take no pay unless that target is reached.

  • @espiegel123 said:
    Even successful commercial companies with experience in marketing, etc are not making a lot of income in iOS. A lot of this discussion seems generated by imagination without knowing if any of the recommended actions would generate enough additional revenue to justify the time and/or hassle spent.

    There is also an assumption that Audiobus forum is a large enough community to provide sustainable income to devs and that it is representative of iOS music software buyers.

    If you think you know for sure how to make iOS music apps more profitable, make a deal with a developer something like this: you propose the number of sales you can achieve for them that would generate enough revenue to pay you a reasonable salary for your work AND increase their profit significantly after paying you…and you agree to take no pay unless that target is reached.

    Thing is though, that doesn't factor in the potential total revenue. Eg how many people bought Gauss based on Hainbach's vid, having never heard of Bram Bos, and then went on to buy more, possibly all of Bram's apps as a result.

  • I wouldn’t consider it money well spent if the prices would go up... IMO quite few things would have to change to justify it.
    Resale value was mentioned and the lack of demo versions... to me the option to roll back app version and even iOS version is equally as important, customer support - manuals or sometimes even a detailed description - and most importantly stability. In these terms iOS is nowhere near the desktop and these things unlikely to change anytime soon.

  • @Gavinski said:

    @espiegel123 said:
    Even successful commercial companies with experience in marketing, etc are not making a lot of income in iOS. A lot of this discussion seems generated by imagination without knowing if any of the recommended actions would generate enough additional revenue to justify the time and/or hassle spent.

    There is also an assumption that Audiobus forum is a large enough community to provide sustainable income to devs and that it is representative of iOS music software buyers.

    If you think you know for sure how to make iOS music apps more profitable, make a deal with a developer something like this: you propose the number of sales you can achieve for them that would generate enough revenue to pay you a reasonable salary for your work AND increase their profit significantly after paying you…and you agree to take no pay unless that target is reached.

    Thing is though, that doesn't factor in the potential total revenue. Eg how many people bought Gauss based on Hainbach's vid, having never heard of Bram Bos, and then went on to buy more, possibly all of Bram's apps as a result.

    I am not sure how this is relevant to anything I said in my post.

  • My point is that it is impossible to measure over a long space of time how many sales would be generated from a single collab

  • edited December 2022

    @Gavinski said:
    My point is that it is impossible to measure over a long space of time how many sales would be generated from a single collab

    I'm not sure if I'm the best example case to make a point. I have a dayjob and create music apps because I love doing it.

    Obviously my cooperation with Hainbach is mutually beneficial, but I wouldn't do it if it weren't a lot of fun to do. The creative chemistry between me as a UX designer and Hainbach as a gifted musician and creative sound wizard is - for me - a huge part of the motivation. Together we come up with concepts that we wouldn't on our own.

    If I wanted to maximise revenue I'd make completely different products (probably not music related in the first place).

  • @brambos said:

    @Gavinski said:
    My point is that it is impossible to measure over a long space of time how many sales would be generated from a single collab

    I'm not sure if I'm the best example case to make a point. I have a dayjob and create music apps because I love doing it.

    Obviously my cooperation with Hainbach is mutually beneficial, but I wouldn't do it if it weren't a lot of fun to do. The creative chemistry between me as a UX designer and Hainbach as a gifted musician and creative sound wizard is - for me - a huge part of the motivation. Together we come up with concepts that we wouldn't on our own.

    If I wanted to maximise revenue I'd make completely different products (probably not music related in the first place).

    True, and glad you're still keeping developing!

  • @CaelumAudio said:

    @el_bo said:
    Given that there is a seeming 'gotta catch 'em all' nature to iOS apps, I wonder how much greater the market could grow relative to the extra amount of time and energy drain involved in maintaining a big SM presence.

    Personally, I still think the way for the app market to survive is with higher RRP, fewer or no sales and subscriptions and variations on subscriptions.

    Probably (in my opinion) for the iOS music community to thrive into the future either 1 of 2 things need to happen:
    1. The widespread recognition that the computers in our pockets are in fact powerful enough to do music production. This would make the entry level to "typical" or more widely "accepted" music production low enough that a higher volume of sales would be a sustainable business model for the larger developers with the flagship products; think how the free to play model of video games has exploded over the last 10 years as gaming has become more accessible to its user base.
    2. RRP needs to increase so that the few sales on iOS matches the few sales on desktop; yes there may be more users of some products on desktop but piracy is rife. Even as a small, relatively unknown developer we have had things stolen and installers recreated with viruses... This is just one of the reasons I like the iOS ecosystem. Our RRP is purely based on seeing Audio Damage talk at a conference where they said that their pricing strategy was 1 to 8 (iOS to desktop) and that it offered similar income; I hadn't even considered iOS before that.

    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 - personally I'd love if Reaper were to take the step, they have always seemed the most forward thinking to me and have great touch support. If we take the Roast Beef statistics so far there are ~3270 downloads on the App Store compared to ~5750 desktop downloads on our website (this obviously doesn't take into account the pirated re-created installers that are out there however).

    David

    Thanks for the thorough response!

    1. Agreed on point 1. Not just i terms of comparing to desktop/laptop computing, either. It's crazy to see how much GAS for hardware (Even the really expensive boutique stuff) seems to regularly be quelled on these forums( Elektron, Teenage Engineering or MPC, Roland et al). If the public at large were perhaps a bit more clued-in that could cause some growth. The only thing to really dampen that, though is that most are going to want to stick to the more obvious all-in-one hosts e.g Gadget. to avoid al the foibles of iOS as a music-production platform...which of course normally precludes the need for 3rd-party instruments, FX etc. I'm not sure about the comparison to the free-to-play games market, though, as these are often financially buoyed by intrusive advertising and IAP's

    2. It's hard for me to gauge what would be worthwhile in terms of RRP, as it's going to depend on each developer. It's also hard to predict how many sales would be lost if prices move out of that 'If I get nothing more than a fun couple of hours out of it, it was worth the $5 I spent' insta-buy price-bracket.

    As for a full-blown DAW experience on iOS? I don't think it's gonna happen...not with LPX anyhow. Having a decent 'touch' UI experience on sub-10" screens makes this seem to be an impossible dream, imo.

  • @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…

    But part of the reason to increase RRP and encourage fewer sales periods would be to make projects financially viable enough to keep developers and their apps in the game.

  • edited December 2022

    @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

    Well, the highest prices items often bought by desktop/laptop musicians/composers are Sample libraries, the vast majority of which cannot be resold either.

    I also think that realistically iOS music apps will never to get to such a high price that this factor won't be factored in i.e They're still always going to be under-priced, at least relatively-speaking, for what's on offer.

  • @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.

    :D :D :D

  • @RajahP said:
    It is said that 'FL Mobile' has sold over 1 million apps (or some ridiculous figure like that).

    A lot of Android users it seems.

  • What I've noticed happens to most apps is that there might be some pre-release marketing done but once the app is released the marketing efforts vanish into thin air until it's time for the next app...

    I used to read magazines like Future Music and Computer Music long time ago and they used to have some small articles on new apps (desktop and mobile) and sometimes revisit old ones.

    The only marketing I've noticed that happens after release is the word to mouth in on-line forums and that's about it.
    It's like preaching those who are already saved, it reaches no new customers...

    I know the AudioBus forum is meant to be 'add free' but it could also serve as a platform to high-light apps that are mentioned in threads. Like 'Most Mentioned Apps in AB Forum This Week'. (It would require a script that scans the entire forum data-base and collects app names, does an App Store search and creates links for them).

    It's very easy to miss an app that gets mentioned in marathon threads so a centralized place to have them listed could be handy.

    Think about it, AB Forums Most Mentioned, Synths, Effects, Daws, Grooveboxes, Editors etc. etc. etc.

    Once that database is working it would be easy to share the link on social media...

    Oh well, that's just a thought but I might help to highlight what we're actually using here :sunglasses:

  • @el_bo 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…

    But part of the reason to increase RRP and encourage fewer sales periods would be to make projects financially viable enough to keep developers and their apps in the game.

    Yeah I get that and it would do some way to helping the situation, but you’d still never be same to sell on your licenses; check the classifieds on kvr and you’ll find a thriving trade - those desktop licenses sometimes look expensive, but they hold some value, and to be fair, desktop sale season prices can be insanely low compared to their normal rrp, not to mention all the freebies that get flung at you from every quarter…

    I think it’s more about the size of the market, and in comparison to desktop, iOS must be really quite small. But yeah, dollar apps aren’t gonna sustain anyone for long…

  • @Gavinski said:
    My point is that it is impossible to measure over a long space of time how many sales would be generated from a single collab

    True and irrelevant to what I said. My point is simply that a lot of people (none of whom have been on the inside of music app development and marketing) are confidently proposing that they know how to solve issues without any real data about whether the size of the effect would be as large as they believe.

  • I’m totally speculating here, just speaking on the human condition but It’s next to impossible for small developers to be great at all the things needed to have continued success. And the revenue probably isn’t high enough to justify additional staff to handle each part of the business. Coding, customer service, marketing/advertising, accounting, etc… it’s hard for any person to be great at all these aspects at once.

    @Gavinski said:

    @brambos said:

    @Gavinski said:
    My point is that it is impossible to measure over a long space of time how many sales would be generated from a single collab

    I'm not sure if I'm the best example case to make a point. I have a dayjob and create music apps because I love doing it.

    Obviously my cooperation with Hainbach is mutually beneficial, but I wouldn't do it if it weren't a lot of fun to do. The creative chemistry between me as a UX designer and Hainbach as a gifted musician and creative sound wizard is - for me - a huge part of the motivation. Together we come up with concepts that we wouldn't on our own.

    If I wanted to maximise revenue I'd make completely different products (probably not music related in the first place).

    True, and glad you're still keeping developing!

    +1 we love you @brambos

  • Keep in mind that even developers with resources (companies that aren’t one or two person operations) don’t realize the same ROI on their mobile apps as on their desktop apps. There are a lot of factors involved. Some of which are baked into the App Store model.

  • @espiegel123 said:
    My point is simply that a lot of people (none of whom have been on the inside of music app development and marketing) are confidently proposing that they know how to solve issues without any real data about whether the size of the effect would be as large as they believe.

    My comments were based on personal learnings and sales from a creative product with an $11.95 price point, $5.02 net earnings per unit and more than a quarter million units sold. But true, I am just speculating on the music app part of it. 😉

  • @Gavinski said:

    @monz0id said:

    @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.

    The issue for me is not the quality and breadth of tools available, but their reliability. On a number of occasions I have spent a great deal of time on intricate compositions in say, Auria Pro, only to have the damn thing crash and lose everything. I use AUM as a tool to capture live multi-app performances, and it’s heartbreaking when I go to listen back to a recording in Audioshare only to find it’s not there. I’ve lost a lot of my best music that way.

    @j_liljedahl is there a known issue with AUM recordings sometimes failing to be recorded?

    No known issue.

    @monz0id said:

    @Gavinski said:
    is there a known issue with AUM recordings sometimes failing to be recorded?

    There doesn’t seem to be a specific reason. I’ve mentioned it on here before and a couple of people have confirmed the same thing happening, though most don’t seem to have a problem. It’s frustrating as it doesn’t crash - so you carry on thinking everything’s fine until you check for the recording.

    Quite often I find ‘rescue.raw’ files in Audioshare, but they seem to be blank.

    Maybe it’s a device RAM, or storage space, or particular app glitch - it may not be a fault with AUM at all.

    Most likely storage space, I think. When this happened to you, where you nearing full storage space?

  • @j_liljedahl said:
    Most likely storage space, I think. When this happened to you, where you nearing full storage space?

    It seems completely random. Different app setups, different versions of iOS, different amounts of storage, even different iPads.

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