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I keep meaning to connect my electronic kit to my iPad and check out the kits in GarageBand. Maybe I’ll do that later and see how it handles the dynamics of my playing.
@tahiche :Thanks for that “long ass post “ lol. I didn’t know that Digistix had multi velocity samples. Will try ..
Yeah Logic and GarageBand are probably the best on iOS for that right now. If I ever find myself wanting to make a track with realistic drums (which isn’t that often) I usually go to logic (and previously Gb)
Thank you. I think this is the answer for me and my next free-time project I think. I just need to add a random-robin tweak, which a velocity randomizer should handle just fine.
@wim 👍🏼
When working with separate samplers, you'll have enough free space between the mapped keys to add additional round-robin samples that could be accessed via a note-triggered CV Sequencer's output added to the pitch signal going into the Sampler. This will also let you adjust the order in which certain samples are triggered.
oooh. yeh, that's a better way to go about it while preserving velocity dynamics. A little more complicated to remember which notes to use, but worth it. Thanks.
If you had a separate sampler for each kit piece I don’t think you’d need to change the mapping note. Say you filter D2 to the snare sampler. In the snare sampler you’d have, say, 3 vel layers per note and 3 notes for round robin (D2, D#2, E2). The layer will be determined by vel and the note by the round-robin operation (adding to the D2 note). So the round robin would happen after the filter, E2 would still be “free” at the sequencer/keyboard level.
I don’t do it with round robin just velocity but the concept is the same. Here’s selecting different versions of drums (kits)
Interesting . I didn’t know what round Robin was. So it’s basically to alternative velocity attacks to the same sound sample in order to give it dynamics?
And with drambo you can round Robin an auv3 here ?
If I’m wrong please teach me
Not necessarily velocity differences, but subtle playing differences that prevent the use of a sampled instrument sounding sterile and repetitive.
For example, picking a guitar with an upstroke of the pick sounds different from a downstroke, and playing nearer the neck sounds different from playing near the bridge. If you incorporate these variations into a round robin it can make sample playback sound more realistic.
From my understanding this isn't 100% accurate? Just because playing positions and techniques are usually sampled individually anyway afaik and a round robin is a different recording of the same technique / position / velocity, but a human playing it will most likely play it slightly differently each time
Not phrased very well on my part - I was trying to describe what causes the variations to some more extreme lengths, but you are correct in that you don’t deliberately record them so different from each other. I just meant that it’s easy for each pick stroke to be different, hence recording multiple times.
Instead of round robin I think you can also automate sampler settings with a chaos (or random) LFO for pitch, level, decay of individual samples. Just a tiny + and - offset. When you start to hear it, it is maybe too much already. Then every hit is different than the one before.
I did this with Bram Bos LFO and a sampler that allows remote control with midi cc values.
Or you only control velocity with an LFO to make the hihats or snares more alive, less robotic.
From my experience, that doesn't work very well with acoustic drum and percussion sounds. Kick drums maybe yes but toms, snares, cymbals and many percussion instruments sound clearly more authentic when samples from different drum hits are used. Just varying volume, pitch, decay and cutoff are not enough.
Round robin isn't varying the velocity of a single sample. The sampler can already change each sample volume in response to the velocity in order to give it dynamics.
Round robin selects from a set of samples so that each hit takes a different one. Typically these would be recorded with similar but slightly varied hits to the same piece. By playing the same hit it cycles through that set of samples. Dynamics can still be applied by varying the volume in response to velocity.
Technically "round" robin means cycling through the samples in order for each hit, (1,2,3,4,1,2...). People also use the term for what I prefer to use and call "random robin" where rather than cycling through them in order, they're selected at random.
You can do a lot with a single sample as mentioned above by subtle variations in things like cutoff, resonance, pitch, attack, etc. but random robin is a really good way to go to introduce as much realism as possible. A very realistic kit might consist of a several samples selected round or random robin at several velocity layers. So when you play soft, one set of samples is used, and when you play harder other sets of samples are used.
Here's the thing... a good drummer is not going to vary the volume of their strikes on drums/cymbals/percussion OR where they're hitting the objects in question unless it serves the dynamics of the song. A skilled drummer will be very consistent. Round robin is meant to add variation to otherwise dull and unvarying parts, but it is not realistic. Ideally, dynamics would be evaluated continually by a machine learning/A.I. "drummer" so adjustments could be made more realistically on a "whole song" basis instead. There's theoretically no reason why this couldn't be done today by any sufficiently advanced DAW.
Even a professional drummer hitting the same velocity and on the same part of the snare would produce slightly different sounds on each subsequent hit. That’s what round robin is for. What’s not realistic, also hardly noticeable, is that 2 hits at 119 velocity would produce the exact same sound. There’s always gonna be subtle harmonic changes, you hit the snare skin 1 cm apart form the precios hit, you’re not going to strike with the same drumstick surface, etc… Personally I’m not that “picky” but a pro drummer would probably demand this, for example if playing with an electronic drumkit controller to resemble a real acoustic drum.
One of the most consistent drummers working is Jonathan "Sugarfoot" Moffett. A real human drum machine. Check him out:
He's the pinnacle of what one might expect from a pro, consistent drummer.
I will. Thankfully , even the “real human drum machine” doesn’t sound exactly like a drum machine. And you’d get closer to his sound with round robin samples than without.
I'm with @tahiche on this one. No matter how mechanically precise a drummer is, with acoustic drums there is going to be some subtle variation. Random robin is one way of simulating this ... very imperfectly, but closer than triggering the exact same sample every time.
On a different level, we have humanization plugins to simulate the slight "imperfections" in velocity and timing of real drum playing. It's still nothing like a real drummer where those imperfections improve the groove in a different way with real feeling, but at least can be an improvement over mechanically perfect sequenced parts depending on genre.
I actually agree with both of you quite a bit. No drummer is perfect (although some can get surprisingly close) and both round robin and "humanization" options decrease the robotic rhythms we'd have otherwise. I maintain that the next best thing to a real person playing will be represented in the form of a machine learning/"A.I." drummer option when that starts to appear in the DAWs. Being able to evaluate the entire song and not just one track will make all the difference.
Absolutely. One of the all time greats of you ask me. Such a joy watching him work. Any drummer that worked with MJ and Steely Dan is sure to be top tier.
I just loved working with JamStix on the PC years ago. It actually had some way of listening to incoming audio and reacting to the dynamics realtime. Start whaling on the rhythm part and it would go nuts right along with you, then chill out during the quieter parts. It would even pick up on swing from other parts. I miss that (but don't miss making music on the PC).
It’s actually very difficult to get the exact same sound on a drum every time you hit it. Not only are there slight variations in the spot where it is hit, there are also non-intentional variances in how hard you hit, and depending on the grip you use you can also accidentally change the pressure either side of the fulcrum of the stick. Besides that, the effect of going into or returning from fills is potentially a big impact too.
Thanks for explaining @wim and everyone else. (Jamstix was the best drum app man! Your a guitarist so, you know)
Yep, and that's clearly audible in Sugarfoot's playing on his drums as well.
I usually use kick and snare samples combined with real played cymbals and percussion if I am trying to fake acoustic drums. It’s really hard to fake a good fill no matter how much you move the hits around.
Metronomy is a masterclass in programming in “real” drums.
Agreed. Using good drum loops is much easier 😉
Rather than play all the parts myself, I typically break up tracks with GarageBand/Logic Pro Drummer automation balanced with manually input flourishes and touches for emphasis. I "could" play all of the parts I create (which is an important part of the process for me), but I don't "have to".
Yep. Usually I will just steal something off a record, at least as a starting point for inspiration.
Apple’s drummer is great. You can stitch together almost anything from what’s on offer.
Yeah, same. I’m still working out my process but j think this will be it. Fills and flourishes should be improvised/written with the song.
Yeah, it’s good in that it removes that top layer of artificial homogeneity, like scraping the top of the surface with a plane, but not the solution in that human variation isn’t just that but subtly connected to the flow of the music