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ChordPolyPad and StepPolyArp, two of my fav MIDI apps, are available for desktop
I just found out that ChordPolyPad and StepPolyArp are working on desktop.
Just thought I'd let you guys know. Probably most of you do already.
Is it the case for every IOS AU?
Kinda wish Apreggionome, Chordmaps2 and Fugue Machine would work on desktop too but nope. And of course I hope that we can use them as AU within Ableton soon. Though standalone is interesting in a way.
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Did you mean the ios versions in ios purchase history on the Mac app store are working? I just searched it in app store, clicked on the ios tab and there was no steppolyarp in search results for ios. So clicked over to Mac and it was there, clicked purchase thinking it would say "you've already purchased this" after clicking purchase, but nope. Thought he didn't have his apps native on Mac? He does though. I guess I just purchased it. ha. Already have more arps than needed on Mac...
Ah sorry about that then! I had to buy it again too ; I think it has to do with how the app store is made, not his fault. I always have to type my password before I purchase anything, that's for having kids use my smartphone but it's handy
So is this a M1 thing?
Are they working as AUv3 or VSTs?
They're in the App Store for non-M1 Macs as well. They're a separate apps from the iOS ones, so yes it's definitely a separate purchase.
Apps that are universal (iPadOS/iOS/MacOS) indicate that they are below the app images in the MacOS App Store.
They aren't showing up in Ableton 11 here on M1. I've rescanned and restarted Ableton and laptop. Standalone opens. Knew how the Mac store works with ios apps, but had a glitch multi-tasking forgetting what tab I'd opened 🙄
how much is step poly arp in the mac app store for non m1?
$17.99 US.
Thanks for bringing this up, this is pretty major news, and needs more visibility throughout the community.
We're in the process of adding intel compatibility by creating a Mac App store release, but this won't be a cakewalk then.
Thankfully we already decided not to enable M1 compatibility for our upcoming project, in anticipation of something similar to this, but needing to re-purchase is a worse situation than we imagined.
You probably investigated this in-depth, does that mean that you verified it that users were actually charged in the process? Our experience when enabling M1 was that a price was shown instead of "GET" for owners of the iOS app, and until the very last step, the flow appeared like a normal purchase - but right at the very end, the app store would inform the user that there was no charge.
We're also interested in releasing single-purchase universal iOS + macOS apps.
Actually the first point was the reason why we were reluctant to enable M1 support in the beginning. But months later we received some information (maybe on the Apple Developer forums) that it's primarily a warning about changing functionality - in case your desktop version will have different features, users who got accustomed to & prefer the iOS feel will have no option to keep it. Of course we won't have first-hand confirmation of this until we release a macOS version.
Also, didn't think it was possible to set a different desktop price for such universal apps (where a desktop and iOS version have the same bundle ID). So Apple's vision here is indeed different from the "standard" pricing model where desktop apps have higher prices, as you also mentioned.
But even we have some unanswered questions here...
The bottom line probably is, that if you haven't personally witnessed (or seen evidence of) a charge occuring on an iOS + macOS app when an iOS user downloaded the app for macOS, things could be OK, and the culprit of any reports of requiring a re-purchase could be the app store glitch described above.
The best thing would probably be to reach out to other developers, to be absolutely sure.
The key point is, as you said it, whenever a macOS version gets released, Apple will make the iOS App itself unavailable for M1 macs, probably because the store doesn't have the feature for users to choose between iOS and macOS versions in case both would be compatible with their hardware. And since you cannot release an intel-only version, technically speaking there shouldn't be any loss of compatibility (other than the developer having the freedom of releasing desktop versions with completely different features to the point of functional incompatibility between the different app versions).