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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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[ Meow | Audio Editor ] Public Beta

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Comments

  • @Harro said:

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:
    @SevenSystems About recording:

    • After deleting a recorded wave, I changed the samplerate and nevertheless Meow asked if 'the current file' (the recording that wasn't there anymore) should be resampled...

    Just following up -- when you say 'After deleting a recorded wave', do you mean 'Select All' and then 'Cut' or 'Delete'? Because in that case, the wave is not really "deleted", it's still there although zero-length, but to the app, there is still something "there" to be resampled...
    It doesn't happen to me if I actually select 'New' from the top toolbar...

    No, I used Edit -> Delete. I just tried it again (with latest update): recorded something, used Edit -> Delete (waveform disappeared from screen), changed the samplerate, pressed Rec, and the dialog with Resample current file? popped up.
    Hope that helps...

    Hey. OK, so, when you use 'Edit' -> 'Delete', it never actually deletes everything. It may look like it, but it always leaves at least one sample frame there. To "properly" start from scratch, use the 'New' button in the top toolbar.

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:
    @SevenSystems About recording:

    • After deleting a recorded wave, I changed the samplerate and nevertheless Meow asked if 'the current file' (the recording that wasn't there anymore) should be resampled...

    Just following up -- when you say 'After deleting a recorded wave', do you mean 'Select All' and then 'Cut' or 'Delete'? Because in that case, the wave is not really "deleted", it's still there although zero-length, but to the app, there is still something "there" to be resampled...
    It doesn't happen to me if I actually select 'New' from the top toolbar...

    No, I used Edit -> Delete. I just tried it again (with latest update): recorded something, used Edit -> Delete (waveform disappeared from screen), changed the samplerate, pressed Rec, and the dialog with Resample current file? popped up.
    Hope that helps...

    Hey. OK, so, when you use 'Edit' -> 'Delete', it never actually deletes everything. It may look like it, but it always leaves at least one sample frame there. To "properly" start from scratch, use the 'New' button in the top toolbar.

    When something ‘looks like it, but is not like it’, I find that a bug, or al least not ‘intuitiv’…

    But that's how most software works. When you're in a graphics editor, and you 'Select All' and then 'Delete', you don't close the project either, you just delete all the objects / layers...

  • @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:
    @SevenSystems About recording:

    • After deleting a recorded wave, I changed the samplerate and nevertheless Meow asked if 'the current file' (the recording that wasn't there anymore) should be resampled...

    Just following up -- when you say 'After deleting a recorded wave', do you mean 'Select All' and then 'Cut' or 'Delete'? Because in that case, the wave is not really "deleted", it's still there although zero-length, but to the app, there is still something "there" to be resampled...
    It doesn't happen to me if I actually select 'New' from the top toolbar...

    No, I used Edit -> Delete. I just tried it again (with latest update): recorded something, used Edit -> Delete (waveform disappeared from screen), changed the samplerate, pressed Rec, and the dialog with Resample current file? popped up.
    Hope that helps...

    Hey. OK, so, when you use 'Edit' -> 'Delete', it never actually deletes everything. It may look like it, but it always leaves at least one sample frame there. To "properly" start from scratch, use the 'New' button in the top toolbar.

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:
    @SevenSystems About recording:

    • After deleting a recorded wave, I changed the samplerate and nevertheless Meow asked if 'the current file' (the recording that wasn't there anymore) should be resampled...

    Just following up -- when you say 'After deleting a recorded wave', do you mean 'Select All' and then 'Cut' or 'Delete'? Because in that case, the wave is not really "deleted", it's still there although zero-length, but to the app, there is still something "there" to be resampled...
    It doesn't happen to me if I actually select 'New' from the top toolbar...

    No, I used Edit -> Delete. I just tried it again (with latest update): recorded something, used Edit -> Delete (waveform disappeared from screen), changed the samplerate, pressed Rec, and the dialog with Resample current file? popped up.
    Hope that helps...

    Hey. OK, so, when you use 'Edit' -> 'Delete', it never actually deletes everything. It may look like it, but it always leaves at least one sample frame there. To "properly" start from scratch, use the 'New' button in the top toolbar.

    When something ‘looks like it, but is not like it’, I find that a bug, or al least not ‘intuitiv’…

    But that's how most software works. When you're in a graphics editor, and you 'Select All' and then 'Delete', you don't close the project either, you just delete all the objects / layers...

    So where’s the menu option Delete Project?

  • @Harro said:

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:
    @SevenSystems About recording:

    • After deleting a recorded wave, I changed the samplerate and nevertheless Meow asked if 'the current file' (the recording that wasn't there anymore) should be resampled...

    Just following up -- when you say 'After deleting a recorded wave', do you mean 'Select All' and then 'Cut' or 'Delete'? Because in that case, the wave is not really "deleted", it's still there although zero-length, but to the app, there is still something "there" to be resampled...
    It doesn't happen to me if I actually select 'New' from the top toolbar...

    No, I used Edit -> Delete. I just tried it again (with latest update): recorded something, used Edit -> Delete (waveform disappeared from screen), changed the samplerate, pressed Rec, and the dialog with Resample current file? popped up.
    Hope that helps...

    Hey. OK, so, when you use 'Edit' -> 'Delete', it never actually deletes everything. It may look like it, but it always leaves at least one sample frame there. To "properly" start from scratch, use the 'New' button in the top toolbar.

    @SevenSystems said:

    @Harro said:

    @SevenSystems said:

    @Harro said:
    @SevenSystems About recording:

    • After deleting a recorded wave, I changed the samplerate and nevertheless Meow asked if 'the current file' (the recording that wasn't there anymore) should be resampled...

    Just following up -- when you say 'After deleting a recorded wave', do you mean 'Select All' and then 'Cut' or 'Delete'? Because in that case, the wave is not really "deleted", it's still there although zero-length, but to the app, there is still something "there" to be resampled...
    It doesn't happen to me if I actually select 'New' from the top toolbar...

    No, I used Edit -> Delete. I just tried it again (with latest update): recorded something, used Edit -> Delete (waveform disappeared from screen), changed the samplerate, pressed Rec, and the dialog with Resample current file? popped up.
    Hope that helps...

    Hey. OK, so, when you use 'Edit' -> 'Delete', it never actually deletes everything. It may look like it, but it always leaves at least one sample frame there. To "properly" start from scratch, use the 'New' button in the top toolbar.

    When something ‘looks like it, but is not like it’, I find that a bug, or al least not ‘intuitiv’…

    But that's how most software works. When you're in a graphics editor, and you 'Select All' and then 'Delete', you don't close the project either, you just delete all the objects / layers...

    So where’s the menu option Delete Project?

    It's in the upper left corner, 'New'.

  • wimwim
    edited February 20

    @SevenSystems said:

    @mikejohn said:

    @SevenSystems said:

    @mikejohn said:
    I’m not getting any audio through iPhone or iPad speakers .. wired and Bluetooth headphones work fine

    Could you check if your device's 'Mute' switch is engaged and turn it off if so? It's a years-old bug in an iOS API we use to play sound... it should ignore the 'Mute' switch but doesn't :(

    “Open in” is working great, though.

    Good stuff!

    Haha .. yeah . That was it . I think I actually called out the same issue a couple weeks ago, just forgot about the mute switch . Thanks!

    If there were a way to detect the state of the Mute switch, I'd gladly show a warning in the app, but I don't think there is.

    This one is curious. All other audio apps I've tried aren't affected by the mute switch. Could they be using a different API? Or maybe they're doing something like always keeping the audio input open but muted when not in use?

    This seems like something you will get a lot of questions (and maybe knee-jerk bad reviews) about.

  • @wim said:

    @SevenSystems said:

    @mikejohn said:

    @SevenSystems said:

    @mikejohn said:
    I’m not getting any audio through iPhone or iPad speakers .. wired and Bluetooth headphones work fine

    Could you check if your device's 'Mute' switch is engaged and turn it off if so? It's a years-old bug in an iOS API we use to play sound... it should ignore the 'Mute' switch but doesn't :(

    “Open in” is working great, though.

    Good stuff!

    Haha .. yeah . That was it . I think I actually called out the same issue a couple weeks ago, just forgot about the mute switch . Thanks!

    If there were a way to detect the state of the Mute switch, I'd gladly show a warning in the app, but I don't think there is.

    This one is curious. All other audio apps I've tried aren't affected by the mute switch. Could they be using a different API? Or maybe they're doing something like always keeping the audio input open but muted when not in use?

    This seems like something you will get a lot of questions (and maybe knee-jerk bad reviews) about.

    :) Trinity Audio Mastering is also affected by it. It's been tracked for years, Apple is silent on it. Yes, most apps probably use a different API but I want to use this one ;)

  • @SevenSystems said:

    @wim said:

    @SevenSystems said:

    @mikejohn said:

    @SevenSystems said:

    @mikejohn said:
    I’m not getting any audio through iPhone or iPad speakers .. wired and Bluetooth headphones work fine

    Could you check if your device's 'Mute' switch is engaged and turn it off if so? It's a years-old bug in an iOS API we use to play sound... it should ignore the 'Mute' switch but doesn't :(

    “Open in” is working great, though.

    Good stuff!

    Haha .. yeah . That was it . I think I actually called out the same issue a couple weeks ago, just forgot about the mute switch . Thanks!

    If there were a way to detect the state of the Mute switch, I'd gladly show a warning in the app, but I don't think there is.

    This one is curious. All other audio apps I've tried aren't affected by the mute switch. Could they be using a different API? Or maybe they're doing something like always keeping the audio input open but muted when not in use?

    This seems like something you will get a lot of questions (and maybe knee-jerk bad reviews) about.

    :) Trinity Audio Mastering is also affected by it. It's been tracked for years, Apple is silent on it. Yes, most apps probably use a different API but I want to use this one ;)

    What about the idea of keeping the audio input open all the time but muted?

  • @wim said:

    @SevenSystems said:

    @wim said:

    @SevenSystems said:

    @mikejohn said:

    @SevenSystems said:

    @mikejohn said:
    I’m not getting any audio through iPhone or iPad speakers .. wired and Bluetooth headphones work fine

    Could you check if your device's 'Mute' switch is engaged and turn it off if so? It's a years-old bug in an iOS API we use to play sound... it should ignore the 'Mute' switch but doesn't :(

    “Open in” is working great, though.

    Good stuff!

    Haha .. yeah . That was it . I think I actually called out the same issue a couple weeks ago, just forgot about the mute switch . Thanks!

    If there were a way to detect the state of the Mute switch, I'd gladly show a warning in the app, but I don't think there is.

    This one is curious. All other audio apps I've tried aren't affected by the mute switch. Could they be using a different API? Or maybe they're doing something like always keeping the audio input open but muted when not in use?

    This seems like something you will get a lot of questions (and maybe knee-jerk bad reviews) about.

    :) Trinity Audio Mastering is also affected by it. It's been tracked for years, Apple is silent on it. Yes, most apps probably use a different API but I want to use this one ;)

    What about the idea of keeping the audio input open all the time but muted?

    Yes that would work, but it also switches to a different speaker, at least sometimes! (I had it re-route the output to the "small" speaker at the top... we don't want that!)

    Meanwhile, I managed to sneak in something that I had on the bucket list but didn't think it'd make it into v1.0:

    Thank me later! 😃

  • @SevenSystems said:

    Meanwhile, I managed to sneak in something that I had on the bucket list but didn't think it'd make it into v1.0:

    Thank me later! 😃

    oooh. that's cool.

  • @wim said:

    @SevenSystems said:

    Meanwhile, I managed to sneak in something that I had on the bucket list but didn't think it'd make it into v1.0:

    Thank me later! 😃

    oooh. that's cool.

    Yes! Just for quick & easy adjustments without 10 trips to the 'Process' menu and associated cumulative 'damage' to the audio...

  • (now to find the correct Q(s) for the filters to get a flat response when all are set to eg. +12 dB... but according to GPT-4, it should be 2**0.5!)

  • edited February 21

    @SevenSystems said:
    It already skips the animation if you're zoomed-in far enough to see the individual samples. Is this maybe a good enough compromise?

    i am probably always above treshold where it always scrolls .. it's probably just me but i don't like scrolling at all in terms of UX, especially when it comes to large segments of UI - i always prefer instant jump from place A to place B.. scrolling of large UI parts is one of reasons why i vomit from Logic iPad UI :-D

    these two and i am done, never any other request, rest of features is more than i need :-)

    OK I'll take your word for it 😂

    seriously, it does all i ever needed from iOS audio editor. perfect.

  • @dendy said:

    @SevenSystems said:
    It already skips the animation if you're zoomed-in far enough to see the individual samples. Is this maybe a good enough compromise?

    i am probably always above treshold where it always scrolls .. it's probably just me but i don't like scrolling at all in terms of UX, especially when it comes to large segments of UI - i always prefer instant jump from place A to place B.. scrolling of large UI parts is one of reasons why i vomit from Logic iPad UI :-D

    It depends... I do agree that 'pointless' animation of UI is annoying, especially if it's very slow and tedious (like in GarageBand iOS, and possibly Logic (I haven't tried it)). However, I do think it's very important to have quick, slight animations to hint at what's happening. It reduces mental disconnect and is actually an improvement. But I agree it has to be very subtle and quick. Maybe in Meow it can still be tweaked slightly.

    these two and i am done, never any other request, rest of features is more than i need :-)

    OK I'll take your word for it 😂

    seriously, it does all i ever needed from iOS audio editor. perfect.

    Brilliant! My bank account number is: ... 😜

  • With ‘open in’ added, I thought I’d try bringing audio out of Loopy Pro into Meow and back again.

    Share a clip in Loopy Pro and open in Meow, all good 👍

    Go to save in Meow, share, copy… go to paste in Loopy Pro… nothing on the clipboard apparently.

    Am I missing something or should this work? It could be a Loopy issue of course.

  • edited February 21

    @gregsmith said:
    With ‘open in’ added, I thought I’d try bringing audio out of Loopy Pro into Meow and back again.

    Share a clip in Loopy Pro and open in Meow, all good 👍

    Go to save in Meow, share, copy… go to paste in Loopy Pro… nothing on the clipboard apparently.

    Am I missing something or should this work? It could be a Loopy issue of course.

    Hey. Meow has no control over what happens in the Share menu... it just says to iOS "Hey, I got an audio file here. Do whatever you want with it.". If NONE of the options in the Share menu worked, then the problem might be with Meow... but if some work and some don't, it must be an iOS or Loopy Pro problem.

    EDIT: I've never used the "Copy" option... does it actually copy stuff to the system clipboard, or does it maybe just "tag" it for "Paste" in the "Files" app? 🤔

  • @SevenSystems said:

    EDIT: I've never used the "Copy" option... does it actually copy stuff to the system clipboard, or does it maybe just "tag" it for "Paste" in the "Files" app? 🤔

    It should 'copy the file' because you can 'copy' an audio file from the Files.app and 'paste' it into apps that have a paste function?!

    This is one way to 'copy audio' from any app and paste it into SunVox as one example...
    ...when you paste in SunVox the 'system pasteboard' gets saved as a new file.

  • @Samu said:

    @SevenSystems said:

    EDIT: I've never used the "Copy" option... does it actually copy stuff to the system clipboard, or does it maybe just "tag" it for "Paste" in the "Files" app? 🤔

    It should 'copy the file' because you can 'copy' an audio file from the Files.app and 'paste' it into apps that have a paste function?!

    This is one way to 'copy audio' from any app and paste it into SunVox as one example...
    ...when you paste in SunVox the 'system pasteboard' gets saved as a new file.

    Ah yes. ‘Copy the file’ makes sense, and that explains it. Thanks.

    Is there a way to copy ‘just the audio’ from one app to another? Or is this not a thing?

  • @gregsmith said:

    @Samu said:

    @SevenSystems said:

    EDIT: I've never used the "Copy" option... does it actually copy stuff to the system clipboard, or does it maybe just "tag" it for "Paste" in the "Files" app? 🤔

    It should 'copy the file' because you can 'copy' an audio file from the Files.app and 'paste' it into apps that have a paste function?!

    This is one way to 'copy audio' from any app and paste it into SunVox as one example...
    ...when you paste in SunVox the 'system pasteboard' gets saved as a new file.

    Ah yes. ‘Copy the file’ makes sense, and that explains it. Thanks.

    Is there a way to copy ‘just the audio’ from one app to another? Or is this not a thing?

    I think this is different unless the app internally uses the system pasteboard to do its copy & paste operations which none of the iOS audio-editors I have do...

  • @Samu @gregsmith thanks for clarifying! Yes, what you want is generic audio copy & paste between apps then... Meow currently uses an internal independent clipboard, but being able to switch between internal & system clipboard is on the roadmap for v1.1!

  • @SevenSystems said:
    @Samu @gregsmith thanks for clarifying! Yes, what you want is generic audio copy & paste between apps then... Meow currently uses an internal independent clipboard, but being able to switch between internal & system clipboard is on the roadmap for v1.1!

    One way to keep Meow 'stable' would be to only use the system pasteboard for import/export related duties.
    Auditor has an option to use system pasteboard but it makes the whole app a bit shaky...

  • edited February 21

    @Samu said:

    @gregsmith said:

    @Samu said:

    @SevenSystems said:

    EDIT: I've never used the "Copy" option... does it actually copy stuff to the system clipboard, or does it maybe just "tag" it for "Paste" in the "Files" app? 🤔

    It should 'copy the file' because you can 'copy' an audio file from the Files.app and 'paste' it into apps that have a paste function?!

    This is one way to 'copy audio' from any app and paste it into SunVox as one example...
    ...when you paste in SunVox the 'system pasteboard' gets saved as a new file.

    Ah yes. ‘Copy the file’ makes sense, and that explains it. Thanks.

    Is there a way to copy ‘just the audio’ from one app to another? Or is this not a thing?

    I think this is different unless the app internally uses the system pasteboard to do its copy & paste operations which none of the iOS audio-editors I have do...

    Will you be able to drag and drop out of Meow eventually as well as in? I think Loopy supports dragging audio files in like this if I remember rightly, so maybe this would work. No good for iPhone however.

    This is a really important part of Meow for me as it isn’t auv3.

    @Michael is there a way to ‘paste’ an audio file into a Loopy Pro clip?

  • Yep! Just select the “clipboard” item from the import screen

  • @gregsmith said:

    @Samu said:

    @gregsmith said:

    @Samu said:

    @SevenSystems said:

    EDIT: I've never used the "Copy" option... does it actually copy stuff to the system clipboard, or does it maybe just "tag" it for "Paste" in the "Files" app? 🤔

    It should 'copy the file' because you can 'copy' an audio file from the Files.app and 'paste' it into apps that have a paste function?!

    This is one way to 'copy audio' from any app and paste it into SunVox as one example...
    ...when you paste in SunVox the 'system pasteboard' gets saved as a new file.

    Ah yes. ‘Copy the file’ makes sense, and that explains it. Thanks.

    Is there a way to copy ‘just the audio’ from one app to another? Or is this not a thing?

    I think this is different unless the app internally uses the system pasteboard to do its copy & paste operations which none of the iOS audio-editors I have do...

    Will you be able to drag and drop out of Meow eventually as well as in? I think Loopy supports dragging audio files in like this if I remember rightly, so maybe this would work. No good for iPhone however.

    Has been mentioned here before, and I've added it to the roadmap.

  • @espiegel123 planning to add 'Get BPM from selection' shortly. I was wondering -- you've probably noticed I'm a bit of a "simplicity Nazi". Is it really necessary to be able to tell Meow the number of bars / beats that are selected, or can we reasonably assume (and make it clear in the UI) that 1 bar is assumed? I mean, that's probably a good compromise for most situations? I just want to avoid the additional UI / nag-dialog for 'How many bars / beats are selected?' ...

  • wimwim
    edited February 21

    I just noticed that the file open dialog in Meow lists all files as valid for import. Other audio apps have non-compatible file types grayed out and disabled for import.

    Attempting to import an invalid file type does through up a cryptic error message, but it would be better to prevent in the first place if possible.

    [edit] for some file types the message is less cryptic than others:

    • miRack project file: "NotFoundError: The object can not be found here."
    • html file: "Could not decode audio file. Please make sure it is in a supported format."
    • zip file: "Could not decode audio file. Please make sure it is in a supported format."
    • pdf file: "Could not decode audio file. Please make sure it is in a supported format."
  • @SevenSystems said:
    @espiegel123 planning to add 'Get BPM from selection' shortly. I was wondering -- you've probably noticed I'm a bit of a "simplicity Nazi". Is it really necessary to be able to tell Meow the number of bars / beats that are selected, or can we reasonably assume (and make it clear in the UI) that 1 bar is assumed? I mean, that's probably a good compromise for most situations? I just want to avoid the additional UI / nag-dialog for 'How many bars / beats are selected?' ...

    Depends on the time-signature as well, not everything is in 4/4...

  • @Samu said:

    @SevenSystems said:
    @espiegel123 planning to add 'Get BPM from selection' shortly. I was wondering -- you've probably noticed I'm a bit of a "simplicity Nazi". Is it really necessary to be able to tell Meow the number of bars / beats that are selected, or can we reasonably assume (and make it clear in the UI) that 1 bar is assumed? I mean, that's probably a good compromise for most situations? I just want to avoid the additional UI / nag-dialog for 'How many bars / beats are selected?' ...

    Depends on the time-signature as well, not everything is in 4/4...

    But surely in every reasonable piece of music, the concept of "bars" or "measures" does exist?

  • wimwim
    edited February 21

    Specifying the number of bars and beats is totally reasonable IMO. Assuming 4/4 time or one bar is too much of a leap and isn't a simplification in my view. At the most you could assume 4/4 time and just ask for the number of beats, and leave it for the user to adjust the time signature if they need to correct the ruler display.

  • @wim said:
    Specifying the number of bars and beats is totally reasonable IMO. Assuming 4/4 time or one bar is too much of a leap and isn't a simplification in my view. At the most you could assume 4/4 time and just ask for the number of beats, and leave it for the user to adjust the time signature if they need to correct the ruler display.

    OK, well, I guess the user could first set the correct time signature (which can't be guessed by the program anyway), then hit the 'Get Tempo from selected Measure' button -- that would sort those problems.

    However, it's probably difficult to communicate this in the UI.

    To reflect the intended order of interaction, the 'Tempo' dropdown would've to be ordered like this:

    [ Time Signature ]
    [ Get Tempo from selected Measure ]
    [ ---- Tempo Slider ---- ]

    But not sure that would be so great...

  • @wim said:
    I just noticed that the file open dialog in Meow lists all files as valid for import. Other audio apps have non-compatible file types grayed out and disabled for import.

    Thanks, I'll put this on the roadmap for a future update! (I've obviously tried it, but it was non-trivial to get to work right)

    Attempting to import an invalid file type does through up a cryptic error message, but it would be better to prevent in the first place if possible.

    [edit] for some file types the message is less cryptic than others:

    • miRack project file: "NotFoundError: The object can not be found here."

    That's an iOS bug! The file literally doesn't exist.

    • html file: "Could not decode audio file. Please make sure it is in a supported format."
    • zip file: "Could not decode audio file. Please make sure it is in a supported format."
    • pdf file: "Could not decode audio file. Please make sure it is in a supported format."

    I've rephrased this error message to read: "Could not decode file. Please make sure it is in a supported audio format." 😃

  • @SevenSystems said:
    @espiegel123 planning to add 'Get BPM from selection' shortly. I was wondering -- you've probably noticed I'm a bit of a "simplicity Nazi". Is it really necessary to be able to tell Meow the number of bars / beats that are selected, or can we reasonably assume (and make it clear in the UI) that 1 bar is assumed? I mean, that's probably a good compromise for most situations? I just want to avoid the additional UI / nag-dialog for 'How many bars / beats are selected?' ...

    At the very least, the number of beats. Bars not required but total beats are, imo.

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