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.

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Replicant 3 is out!

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Comments

  • @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

  • @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

  • @Gavinski said:

    @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

    I get that (although cost prohibits me personally from having an ipad so those devs that provide iphone versions are a godsend for me) however in Replicant 3’s case the beta worked great on iphone, so the work in this specific case was already done and so during beta it was an instabuy and unfortunately on release became an instadisappointment.

    Ho hum.

  • @Gavinski said:

    @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

    Every iOS developer is aware of variable screen scaling.

    Problem is created when developers still use ’90s (pixel peep) mindset GUI frameworks supported with mouse+keyboard on big screens.

    Today, every contemporary GUI needs to be scalable and ready for touch surfaces. No matter what the target platform is any more.

    Sry, It’s my rant towards those developers. ;) Love you Gav!

  • @Luxthor said:

    @Gavinski said:

    @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

    Every iOS developer is aware of variable screen scaling.

    Problem is created when developers still use ’90s (pixel peep) mindset GUI frameworks supported with mouse+keyboard on big screens.

    Today, every contemporary GUI needs to be scalable and ready for touch surfaces. No matter what the target platform is any more.

    Sry, It’s my rant towards those developers. ;) Love you Gav!

    I also rant about this. It's obvious how many desktop ports have not been designed with touchscreen in mind, even by devs developing new plugins long after having already started porting to iOS. You really feel, yes, they designed and tested this on a massive screen with a mouse.

    Not only that, it seems at times like they haven't even bothered to test the finished product for touch control responsiveness (Baby Audio Super VHS sliders on top left / right, as an example of the latter). Drives me mad. Ability to adjust filter resonance is one of those things that has popped up many times in ios ports of desktop apps. Grrrrr....

  • @Luxthor said:

    @Gavinski said:

    @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

    Every iOS developer is aware of variable screen scaling.

    Problem is created when developers still use ’90s (pixel peep) mindset GUI frameworks supported with mouse+keyboard on big screens.

    Today, every contemporary GUI needs to be scalable and ready for touch surfaces. No matter what the target platform is any more.

    Sry, It’s my rant towards those developers. ;) Love you Gav!

    Even if you design with scalability in my mind, coming up with a design that scales well across all iPhones and iPads is not trivial (and sometimes not feasible ). The return on invested time is often poor on what is already a marginal return on investment.

  • @espiegel123 said:

    @Luxthor said:

    @Gavinski said:

    @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

    Every iOS developer is aware of variable screen scaling.

    Problem is created when developers still use ’90s (pixel peep) mindset GUI frameworks supported with mouse+keyboard on big screens.

    Today, every contemporary GUI needs to be scalable and ready for touch surfaces. No matter what the target platform is any more.

    Sry, It’s my rant towards those developers. ;) Love you Gav!

    Even if you design with scalability in my mind, coming up with a design that scales well across all iPhones and iPads is not trivial (and sometimes not feasible ). The return on invested time is often poor on what is already a marginal return on investment.

    Nothing is trivial designing GUI, it’s the fundamental part of any app, I know that very well. Also, ask my wallet how many developers here on the iOS platform I support with no matter what quality a GUI design app has. ;) Ironically one of the best scalable designs out there is from the @chowdsp and all his work is free.

  • @Gavinski said:

    @HotStrange said:

    @attakk said:
    What confused me was the beta worked on iPhone but the released version is ipad only. I mean, feel free not to take my money if you don’t need it…

    I think they commented something about the sales/downloads for iPhone being so minimal it’s not worth the extra work. Multiple iOS devs have said the same. The majority of people here use iPad over iPhone anyway so I can actually get their reasoning for that.

    Definitely, if I was a dev, pretty sure I would not bother with iPhone. No offense to iPhone music makers. The need to make things work well on the smaller screen often causes the need for compromises which make the iPad app less than optimal, if the dev is going for a universal release. Delivering a great ipad experience on all sizes of ipad should be the main focus for devs, I reckon

    Agreed. Koala is one of the only apps I regularly use on iPhone and that’s usually to capture sounds I want to sample on my iPad later 😂

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