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Will EG Nodes eat AUMs’ lunch?

24

Comments

  • Enjoying being on the beta
    And am happily to purchase
    And I think the price is very fair

  • @Luxthor said:
    EG Nodes looks like a really nice AU host-sequencer with a lot of possibilities from day one. But for me, it won't even touch AUM place. Maybe Nodes will find its place in the AUM, but I don’t know even that yet.

    I like a variety of choices, so anyone can fix their unique workflow to make that creative mojo free and productive.

    Nodes is a fantastic app, hats off to Elliott! 🤩

    Yeah it looks great. The AUM dev has stated he’s working on a timeline though, which I assume means automation. I will happily own and use both.

  • @Gdub said:
    Enjoying being on the beta
    And am happily to purchase
    And I think the price is very fair

    Yeah it’s way at the low end of the ranges I suggested in the beta email asking about that…

  • Nice thread is coming here, thanks for all the appreciation!
    I think AUM is perfect as it is and more features doesn't mean a greater app. Sometimes you have a concept in your mind ... a timeline in AUM is something going against its design.
    BTW you can host EG Nodes as AU3 in AUM, but you can also run the 2 apps in parallel, syncing them with Ableton link and using the MIDI out of the apps eventually. It works great!

  • edited December 2023

    I agree that the idea of a classic DAW style full timeline is not something AUM needs. What I have always argued for is something less than that, which implies a timeline to some extent, but which is really just recordable and editable MIDI automation. Cubasis has offered this with its click/draggable automation ‘graph’ for ages. Just that, in AUM, as an IAP, or even, hell, an AUM v 2.0, would be fine for me. Better than fine. Great! :)

  • @Svetlovska said:
    I agree that the idea of a classic DAW style full timeline is not something AUM needs. What I have always argued for is something less than that, which implies a timeline to some extent, but which is really just recordable and editable MIDI automation. Cubasis has offered this with its click/draggable automation ‘graph’ for ages. Just that, in AUM, as an IAP, or even, hell, an AUM v 2.0, would be fine for me. Better than fine. Great! :)

    I see AUM as the heart of the DAW-less system. In hosts like this one, you should be able to choose your own sequencer-automation tool or multiple ones controlling each other. So you can have all the freedom you can get.

    As I can see from the demos, Nodes has really straight-forward and user-friendly automation options. I’m more than interested to see this in my workflow. 😇

  • @Luxthor said:

    @Svetlovska said:
    I agree that the idea of a classic DAW style full timeline is not something AUM needs. What I have always argued for is something less than that, which implies a timeline to some extent, but which is really just recordable and editable MIDI automation. Cubasis has offered this with its click/draggable automation ‘graph’ for ages. Just that, in AUM, as an IAP, or even, hell, an AUM v 2.0, would be fine for me. Better than fine. Great! :)

    I see AUM as the heart of the DAW-less system. In hosts like this one, you should be able to choose your own sequencer-automation tool or multiple ones controlling each other. So you can have all the freedom you can get.

    As I can see from the demos, Nodes has really straight-forward and user-friendly automation options. I’m more than interested to see this in my workflow. 😇

    Thing is though, from what I understand, if it utilises its own inbuilt automation system it will be hi res, otherwise any 3rd party solution will be lo res. At least that was the takeaway I got from some previous discussion here. If I'm wrong about that, great! There are probably many other reasons why a third party solution would be subpar compared to an inbuilt one, but I'd have to think about that more, and there's probably someone around here much more knowledgeable about these things than I am who has already thought about it.

  • edited December 2023

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

  • @Gavinski said:

    @Luxthor said:

    @Svetlovska said:
    I agree that the idea of a classic DAW style full timeline is not something AUM needs. What I have always argued for is something less than that, which implies a timeline to some extent, but which is really just recordable and editable MIDI automation. Cubasis has offered this with its click/draggable automation ‘graph’ for ages. Just that, in AUM, as an IAP, or even, hell, an AUM v 2.0, would be fine for me. Better than fine. Great! :)

    I see AUM as the heart of the DAW-less system. In hosts like this one, you should be able to choose your own sequencer-automation tool or multiple ones controlling each other. So you can have all the freedom you can get.

    As I can see from the demos, Nodes has really straight-forward and user-friendly automation options. I’m more than interested to see this in my workflow. 😇

    Thing is though, from what I understand, if it utilises its own inbuilt automation system it will be hi res, otherwise any 3rd party solution will be lo res.

    If you're referring to the vertical (value) resolution of MIDI controller data, then the picture is two-fold -- MIDI CCs can be either 7-bit (yes, that's pretty low-res, 128 values) or 14-bit (16384 values), which should be more than sufficient in most cases. But not many sequencers support 14-bit controllers.

    Xequence does support 14-bit, but only for (N)RPNs and Pitch Bend, not "regular" controllers (this might change in a future update).

  • ...I preordered Nodes @ElliottGarage . Definitely a no-brainer for under fifteen quid, and I do use AUM. :)

  • Will be watching this. Love AUM as a mixer, but I just make sounds there for sampling. Korg Gadget is my favourite piano roll on iOS this far.

  • @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

  • edited December 2023

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    Edit… BTW.. The Cubasis Halion Sonic approach and the locking of instruments should be weighed into this also.. it is literally stagnating the growth of the industry…

  • @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    So, you are doubting what pretty much every developer has said over the past several years because of a quote you saw from a marketing person?

    There is no need to be confused...read the comments from your favorite developers here on the forum.

  • edited December 2023

    @espiegel123 said:

    @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    So, you are doubting what pretty much every developer has said over the past several years because of a quote you saw from a marketing person?

    There is no need to be confused...read the comments from your favorite developers here on the forum.

    I think we need updated stats… things have changed a lot in the past few years with iOS music production… Even the big players are taking aim… and they should..

  • @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    You can’t extrapolate from one example and find that all app developers are rolling in cash. This is highly likely to be the exception rather than the rule.

    Assuming $1 in your example above, that’s a turnover of $150k per year, which split between all employees is not going to be a particularly high standard of living (they are definitely it a one man operation). That’s also assuming no overheads, and I’m sure they have advertising spend at least, and probably more expenses.

    There’s definitely more anecdotal evidence of income low enough for it to be impossible to live on.

  • @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    So, you are doubting what pretty much every developer has said over the past several years because of a quote you saw from a marketing person?

    There is no need to be confused...read the comments from your favorite developers here on the forum.

    I think we need updated stats… things have changed a lot in the past few years with iOS music production… Even the big players are taking aim… and they should..

    A lot of developers have shared the same information I've mentioned. It is HARDER these days if anything for many music developers to make a living from ios music app development than 10 years ago. It seems that no matter how many developers share that information here, people assume that those developers are mistaken.

    It is why so many developers of large complex apps like Auria Pro and NanoStudio 2 have essentially stopped working in the apps other than the maintenance to keep them in the store.

  • @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    You and Matt Borstel need to talk! 👍

  • It doesn’t make much sense to compare a brand like Fruity Loops to other iOS apps in terms of income. It’s the same reason why ableton note was a success regardless of its initial capabilities at launch, surely there are much much more capable apps that couldn’t compete with such established recognizable names.
    An amateur producer may pick up FL mobile even if he’s not interested in iOS production simply for the fact that it’s FL and it’s there.

  • @espiegel123 said:

    @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    So, you are doubting what pretty much every developer has said over the past several years because of a quote you saw from a marketing person?

    There is no need to be confused...read the comments from your favorite developers here on the forum.

    I think we need updated stats… things have changed a lot in the past few years with iOS music production… Even the big players are taking aim… and they should..

    A lot of developers have shared the same information I've mentioned. It is HARDER these days if anything for many music developers to make a living from ios music app development than 10 years ago. It seems that no matter how many developers share that information here, people assume that those developers are mistaken.

    It is why so many developers of large complex apps like Auria Pro and NanoStudio 2 have essentially stopped working in the apps other than the maintenance to keep them in the store.

    It’s not just music either. I reconnected with an old school friend on Facebook some years back, and he had left his 9-5 job to develop apps full time, as he had success with gambling apps, hitting the number one spot on the charts in a few South East Asian countries. He had a few more years of success and then the income started dwindling. He eventually retired, but said he was lucky with his timing and makes almost nothing from his apps now, even when he updates them for every new iOS and Android version.

  • The user and all related content has been deleted.
  • @GeoTony said:
    I’ve managed to produce 117 tracks with AUM this year

    That's at least 112 tracks more than I've finished this year, and I'm delighted with my level of productivity, it's been a bumper year for me :lol:

  • Ha ha, it’s quality not quantity @klownshed 😊

  • @espiegel123 said:

    @RajahP said:

    @espiegel123 said:

    @RajahP said:

    @Gavinski said:

    @SevenSystems said:

    @5k3105 said:
    But it seems the way of software dev. Make product once, a few fixes, the end. Only a few devs add features later, iap or not. It doesnt seem like its the effort involved, it seems more like a lack of interest.

    Maybe also a lack of money! 🤑 (case in point: even the arguably most prominent indie iOS music app developer can't make a living from his very prominent apps.)

    There also doesnt seem like there are any open source projects for ios. There is audiokit, but thats a library. There are no OSS ios synths or mixers or effects, right? I noticed byod is on github and Faust has a faust2ios tool. . Anyway didnt mean to sidetrack

    I'd consider open-sourcing Xequence, including its entire NanoStudio-esque audio engine (full mixer, tons of effects, modular synth), but I'd only consider losing the intellectual property for a good 5-digit Kickstarter (or whatever) sum! 🤑 2.0

    There are a few devs doing iOS apps full time though - Cem Olcay and Paul from 4Pockets definitely are, and there might be others. Certainly though it is extemely hard to make a living from making iOS music apps, impossible for most. I have no idea whether the AUM dev is making a living from it but he could be. AUM is easily one of the most successful apps on the platform and is almost always in or near the top ten music apps. Whether that gives him enough to live in his country and meet his own personal needs, I don't know. And if it is, there's definitely no guarantee AUM will remain successful.

    I'm pretty confused with the 'it is extremely hard to make a living from making iOS music apps'

    I think a discussion on this should be had, and what are the solutions... Imagineline claimed to have some 750k downloads of their FLMobile over 5 years ago..... That's a whole lot of bread.

    I think these developers must be paid and paid well for what they do...

    What confuses you about it being extremely hard to make a living writing iOS music apps? Countless developers have explained the poor return on invested time. You probably imagine the market for these apps is much larger than it is. A number of developers have shared the numbers over the years.

    Like I said.. ImageLine stated that their FLMobile app had 750k downloads and that was over 5 years ago… if everyone was to pay $1 per app… guess what? I’m pretty sure that the iPads (and maybe Android Tabs) have made an impact on music production within the past few years… Will love to see the figures today… and could demos help (with an increase of app prices) with this issue?

    So, you are doubting what pretty much every developer has said over the past several years because of a quote you saw from a marketing person?

    There is no need to be confused...read the comments from your favorite developers here on the forum.

    Imho, for the developers, this forum and community are valuable for technical reasons, almost like open beta testing. Not for the financial one.

  • @tekk said:
    Will be watching this. Love AUM as a mixer, but I just make sounds there for sampling. Korg Gadget is my favourite piano roll on iOS this far.

    That’s another great thing about AUM. It’s so simple to take a synth or any app and load Koala or Gauss into an effects and sample away. And the tape player that @Svetlovska mentioned. AUM definitely still has it’s advantages.

  • There’s lunch, Nodes
    And there’s dinner, AUM

    Together something new is created, Linner

    Or supper to some

  • @5k3105 said:
    Want to agree that aum, while quick to get things initially setup, lacks depth. And after 2 years using it, I realize the dev is just not interested in making it better. Just a few bug fixes. Which is unfortunate seeing as theres a lot of potential for improvement.

    AUM developer here. I just wanted to point out that's entirely not true :) Most of my updates contain both fixes and new features.

    I do have a huge list of improvements and new features to add, and am nowhere near abandoning AUM. But I'm the sort of person who's driven by joy and passion, and my current focus is not always on my app developments.

  • edited January 2

    @j_liljedahl said:

    @5k3105 said:
    Want to agree that aum, while quick to get things initially setup, lacks depth. And after 2 years using it, I realize the dev is just not interested in making it better. Just a few bug fixes. Which is unfortunate seeing as theres a lot of potential for improvement.

    AUM developer here. I just wanted to point out that's entirely not true :) Most of my updates contain both fixes and new features.

    I do have a huge list of improvements and new features to add, and am nowhere near abandoning AUM. But I'm the sort of person who's driven by joy and passion, and my current focus is not always on my app developments.

    Love the multi instruments/effects view in AUM.. Don’t think there are any other Hosts/Daws that lets you use more than one instrument/effect at the same time.. Would be nice to lock-in the minimize view though.. Thanks..

  • AUM and other tools like EG Nodes, Drambo can co exist, which is the great thing about iOS music making. It's not one over the other etc.

  • edited January 2

    @RajahP said:
    Love the multi instruments/effects view in AUM.. Don’t think there are any other Hosts/Daws that lets you use more than one instrument/effect at the same time..

    If you’re speaking of multiple floating windows, Drambo does it too. I certainly agree it’s very useful, it’s actually a requirement for me, as well as an on-screen keyboard.

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