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
I am always amazed at the effort devs put in to make an app and then not do a video to demo it - even the most basic video is better than none.
People need to hear music apps before they will buy.
For starters, we all need to spread the word that we should pay full price for apps and not buy apps on sale. Maximize the suport for devs. Maybe delete the AB Forum threads on app sales?
All devs should have PayPal tip jars on their website so those with extra $$ could donate to the apps they love. Devs: let us know how much you need in tips to develop new features.
I like the idea of music app ads or some sort of promotion tool on AB Forum.
Some mentioned the stability of desktop - this wasn’t always the case. The 90’s were sketchy on desktop, but user support allowed programers to create better software. iOS apps are in that 90’s phase to some degree and we need to commit to supporting apps. I have found NS2 to be rock-solid and never had issues with crashes. That stability took a lot of time to code and a lot of hard decisions to prevent feature bloat which adds potential instability.
It also helps to launch NS2 (or DAW of choice) right after start-up so more resources are allocated by iOS. iOS still doesn’t allocate resources to music apps as a priority and I think iOS is a limitation to the development of music apps. Maybe iPad OS is different? I hope so. I think we could really use a dedicated OS for iPads that is music oriented. MOS? That’s unlikley to happen.
I personally think iOS prices need to start nearing closer to desktop prices for sustainability. I feel it will happen over time regardless…
@RajahP : Whered did you get that million copy FL studio figure ? If that’s true it’s good news for everyone
Nobody can tell me not much has changed. Scaler 2, Sylo/Octane , MixVibes ,Loopy Pro uodates, Riffler … And FL studio mobile said to have Auv3 coming along w mixing time signatures . AEM giving us pitch correction .. That’s progress
Tiktok influencers
Over at the Imageline Forum... Scott made reference to it... Not too sure of the exact number... But it was very high... I will try to find his post.
Sales are a valid marketing tool.
Most new apps or premium apps don't go on sale, or they only go on sale after they have been around for a year or two.
And sales are useful for developers to wring a few last $$$s out of older apps - I have bought apps on sale that I wouldn't have bought at full price.
Sales can be a positve for developers, not a negative.
I suspect the real problem is too many developers chasing after a limited number of customers.
How many reverbs are there? How many synths? How many drum machines? And they are all going for the same limited number of customers.
I think there will be a period of "natural selection" over the next few years where we will see many devs vanish.
This has happened within the car industry many times over the last 100+ years.
All valid points, yet here we are discussing why iOS devs are not thriving. Sales may work better in the desktop world where software is rarely priced less than $100 and often much more than that. On iOS it is rare for music apps to be more than $30, and even considering Apple is taking a percentage of that, there seems to be a culture in the iOS music production community of “wait for the sale”. “$5? OK now I’ll buy.” I think that is not healthy for expanding the features of iOS apps more into the pro-level. It seems in iOS music that people want pro quality for super low prices. I recently saw a Floor Plan iOS app that was $120. It was designed for pro users. I also see a lot of photography/photo editing apps that have subscriptions and I am amazed at how much people are willing to pay for those. Is there a Photo App forum I am unaware of where people discuss only buying when an app is on sale. Maybe. In the end each dev has to decide for oneself if sales are worth it in the long run, and I think the same choice applies to the consumers. Buy a handful of cheap apps we rarely use (I have collected many!) or support good apps at full price. I wish for the later but I expect things will not change. This may just be as good as it is goind to get on iOS for music apps.
A lot don't wait for the sales. There is also a culture of "instabuy". Perhaps they balance themselves out?
Either way, if sales are a problem all the dev has to do is not put their app on sale (like LoopyPro). Nobody forces developers to put their apps on sale - they do it because it is to their advantage.
I think they need to embrace the 'weird', apps on iOS absolutely work when something is playful and brings a kind of joy and happiness when being used. If you looked at the iOS apps that have stood the test of time... SAMPLR, Bebot, and Borderlands for example, none of them are aping desktop synths or trying to be all in one DAWs, but they are doing their own thing, in a fun and somewhat weird and charming way.
That's where iOS shines, and IMO that's where success lives.
I bet if you look at all the apps that you love, the slightly weird ones are the keepers.
PS @brambos was already saying this in 2018!
https://medium.com/@brambos/freeform-modular-daw-less-d4c89ef5b9c0
True, and glad you're still keeping developing!
Yep, definitely need more innovative use of touchscreen. I'm so tired of the preponderance of apps made with an analogue hardware mindset that make no use or very little use of the wonderful possibilities of touch screen.
Devs should get together in clusters and go subscription on a comprehensive kick ass daw environment.
The opposite.
Both your points are true. But I do feel there is pressure to put things on sale esp. around Black Friday/Cyber Monday/Christmas/whatever. And a lot of intial release “instabuys” are on sale for first few weeks. I know that I have bought new synth apps because they were new and I wanted them and I bought during the ‘release sale’ by coincidence. My point is only that if we discuss it here perhaps we can build conscensus that paying full price, esp. at initial release, is acceptable, then maybe devs will not feel pressured into putting their hard work on sale before they have earned enough to warrant new features or new apps. I might be in the minority on this point, but I think it is worth discussing and when possible (depending upon the individual situation) paying full price as a way to show supoort. It doesn’t seem like a crazy idea to me.
While that sounds good in theory it would require a 'capital investor' who doesn't care too much about the cost to cover all the expenses while it's being developed allowing the developers to focus on working un-interrupted without having worry too much about 'survival'.
Don't remember where I heard it but I would not be surprised if there's some truth to it.
A 'Behringer DAW' for mobile devices...
You are assuming that having a "intro sale price" or "Black Friday Sales" are a big problem for developers. They may not be.
Bram and Hainbach just released their new app last week at full price. Great. And a few weeks ago AudioModern released their new app at an intro price for 2 or 3 weeks. It is now full price. Again, great. Both developers are successful and experienced. But they both seem to be running different pricing models. Fine.
Many developers didn't do a BlackFriday Sale this year. Some did it last year but not this year. They all have their own approach.
FingerLab put their prices up a week before the Black Friday Sales and then lowered them a bit for the sale week (sneaky).
And Embertone (Sensual Sax), Mani Consulting Limited Company (WebSDR), Pagefall (Ioniarics) didn't do sales this year or last year. Korg and Cubasis do sales all through the year. And so on...
The idea that "sales" are a problem is not backed up by real world evidence. They are just another part of pricing.
Good luck with that![:smiley: :smiley:](https://forum.loopypro.com/resources/emoji/smiley.png)
I think devs use intro pricing as a marketing strategy as it often pushes people into an impulse buy, and then in many, many cases, the buyer tinkers with the app a while and end up never or rarely using it. If they didn't do the intro price this would shift fewer units. Again, as others have commented, any kind of agreement between us here in the AB Forum would have little impact on the overall sales as we are just a small niche inside another niche.
There is also the 'completism' fetish that many of us here have. That means that one impulse buy of a cut price app in release could lead to the buyer then buying all the devs other apps at full price. Good deal for the dev, in the end. Overall, I think it's fine to do 'marketing' but I think prices need to go up, in many cases UX and UI quality will also need to go up and we need more attention to the unique possibilities of the touchscreen interface.
Problem is, it's a free market, and the idea of devs getting together to agree on higher prices seems unlikely. If devs go above what buyers consider a fair or normal price for that kind of app (Strokes by Cong Burn) for example, especially if they don't have a reputation in the community or good marketing skills, that app is not going to sell or create buzz, no matter how good it is.
I don't think any developer will have a sustainable income even if every single AB Forum member would buy every single app they release.
'Support Buying' apps is pure insanity in the long run and thinking that a few thousand sales will make a real difference in the long run unless we're talking >$100-$500 per app. (It's not like it takes <1 moth to create a quality app).
Thankfully I'm cured App-o-Holims caused by the 'Instabuy Drug' and while I do get a few apps here and there It's after quite careful consideration if I need it or not.
High Price does not always equal High Quality it's a myth that needs debunking...
Yes, I'm against this willy nilly support buying. We likely need higher prices, better quality apps, fewer devs, unless there is some kind5of tipping point which suddenly makes iOS Music go mainstream, increasing the size of the pie. This is the only way the ecosystem will thrive. Sounds cruel but I think it's true.
Would 2 be enough?
No we don't. At the risk of coming across as crass although that's not my intention, that would be plain silly. "Pay more than what the seller is asking for" just goes against common sense. Tell the devs to not offer sales and see how they react - but don't tell the customers to not use sales if they are offered.
Not a big fan of democracy?
I mean, this is literally what China or Russia do: restrict people's access to information in the service of some imagined greater good.
(Apologies for the sarcastic replies, mate. I have no beef with you, obviously, but imho these suggestions can't be taken seriously in the real world.)
You can only sell until the market is saturated, and remember that revenue is units sold times price.
Increase price and you may drive down units sold. Reduce price during sales and revenue may or may not increase depending on how much additional market is available.
A friend made a lot of money through developing a few gambling iOS/Android apps that made #1 in sales in a few markets in Asian countries, and said most of the revenue came in the first month or two of sales. He said that residual income from them was generally low, and sales did not boost that very much.
Not sure of the experience of developers here, but I would imagine that significantly driving up revenue would primarily require increasing the potential customer base.
I think that the inflation and the downfall of our monetary system will force desktop people to start working on the mobiles more, as the apps are so much cheaper. We could see a possible shift in the nearby future, money problems will come (they are already here), people have simply less to spend and other worries. Workflow aside, a majority of people are doing this for fun, not a profession, and a $100/€100 plug for your desktop or a whole bunch of apps for that same amount of money, do the math.
I think that those things will be bad for ios actually, because ppl who don't want to pay for plugins have access to a lot of free cracks etc on desktop. And even the number of legit free high quality plugins on desktop is high. My youtube stats almost always show the demographic as being mostly middle aged - ie. people who tend to have a bit more disposable income than teens or ppl in their 20s. It's also ridiculously, overwhelmingly male, so that's a whole half of the population being missed out there. Indeed, get someone to do an app collab with Billie Eilish or Taylor Swift, bring in those women!
I may sound a bit too ‘old-school’ but we have an overload of plug-ins with more coming…
…but when it comes to the hosts well, the DAWs we currently have available leave a lot to be wished for in almost every aspect.
Some say we don’t need them but that is one hurdle that has to be overcome to bring the ‘rest’ onboard…
…ie. Why should they settle for something less that they already have and buy everything again?
No one dares to take the risk, some have tried and hit the wall big time…
…that is why we’re left with half-finished hosts with uncertain future and that shakes the entire platform when it comes to music making.
I've been buying and selling on KVR for over a decade, so I'm no stranger to that whole thing
But i'm not suggesting that prices match desktop/laptop levels. iOS is a much less flexible platform, and that affects the potential utility of apps, which definitely should be reflected in the price. So really, I'm talking about a middle-ground.
As a rough suggestion, my idea would be:
Utility apps (MIDI routing, LFO's etc.) - $10
Sequencers, Generators etc. - $15
Effects - $20
Synths $30
DAW, Hosts etc. - $50
And yes, I am taking into account the 'walled' nature of the iOS ecosystem and the frustrations of getting data in and out, passed between different apps etc. I also think that to support these price levels, it's important that there be some form of demoing apps beforehand.
Exactly, demos.