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.

Download on the App Store

Loopy Pro is your all-in-one musical toolkit. Try it for free today.

StrongSoft Software plugins have been removed from the App Store!

2

Comments

  • edited March 31

    @Samu said:

    @Simon said:
    It amazes me that some developers go to all the trouble of designing and making an app and then don't even have any promotion for it - not even a basic YouTube video (which costs nothing to broadcast internationally).

    I have a feeling 'they' almost expect YouTubers and/or other Influencers to do the ALL the marketing/promotion for them...
    ...and if the app 'fails' it's the end-user/customers fault...

    I totally 'fail to see the bigger picture' of many of the more recent app-releases, it's just more of the same old with an alternate skin/theme and a few extra knobs here and there?!

    At bare minimum, I think a developer reaching out to Doug Woods and any number of the other music app reviewers to cover their app would be a good plan for them to follow. It's basically free advertising for them.

  • edited March 31

    @NeuM said:

    @Samu said:

    @Simon said:
    It amazes me that some developers go to all the trouble of designing and making an app and then don't even have any promotion for it - not even a basic YouTube video (which costs nothing to broadcast internationally).

    I have a feeling 'they' almost expect YouTubers and/or other Influencers to do the ALL the marketing/promotion for them...
    ...and if the app 'fails' it's the end-user/customers fault...

    I totally 'fail to see the bigger picture' of many of the more recent app-releases, it's just more of the same old with an alternate skin/theme and a few extra knobs here and there?!

    At bare minimum, I think a developer reaching out to Doug Woods and any number of the other music app reviewers to cover their app would be a good plan for them to follow. It's basically free advertising for them.

    Maybe, but they need to 'reach outside' the bubbles like AB Forum and a few Random FB groups related to iOS music apps.
    There's practically ZERO mention of iOS music apps in the more established music-forums, on-line music magazines etc.

    101 of marketing "If one can't be seen one doesn't exist" and that goes for overall exposure.
    Expecting the 'customer/end-user' to do all the promotion and marketing is well, wishful thinking.

    Even if the all current forum/group members etc. would buy every single app that gets released it would not sustain the market in the long run...

  • @ashh said:

    @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    At the last count I had spent around £1900 on ios music making apps. A lot of those I just bought to see what they were like and then never used them again. I have an Ableton licence for my desktop and around £200 of plugjns for it. If ios apps increased their cost 1000% then I'd spend a lot less on them, be far more discerning and expect a demo before I bought or a refund if I didn't get on with it. Gains always have a loss attached too.

    Yes, there'd be a huge loss in buyers if all apps increased prices, but it's not going to happen. I'm just saying that over time a big increase like that would normalize and i think the developers would not only breathe a sigh of relief, but also develop more, better apps, and we'd still have all the small indie apps too. We'd pay more, and i think see some real gains in cool things too. I'm just speculating tho.

    @hes raising prices is a tricky choice for any business to make. There's always trade-offs. Too low and your product can be seen as a toy, or of lesser quality, too high and it's inaccessible. iOS apps are priced far from inaccessible, and seen often in the industry as not professional, especially compared to desktop counterparts. Raising prices would piss people off, but not kill the market. Maybe initially some developers would make less sales, but they'd be higher priced sales. It'd balance out to a net profit eventually, and hopefully one that would make it more appealing to developers.

    The bubble didn't exist from the beginning because at the beginning apps WERE toys basically. We've seen a huge increase in processing power and touch screen saavyness since the platform started, and in turn a massive increase in how deep and feature rich apps are. Still, people think much over $10 is unreasonable. 🤷🏽‍♂️

    iOS doesn't fully compete with desktop yet, but it could. It's unreasonable to think that it'll get there only with small development teams. It's also unreasonable to think that large development teams will develop when they can charge so little without a revolt.

    Anyway, these are all just opinions from a small business owner who's not a developer, who only wants to see the platform grow and everybody get what they deserve for the amazing work they put in. 💕

  • Some of the problem may be that some desktop developers ignored iOS for so long that others stepped in to fill the gaps. Hence when they finally get around to porting Yet Another Compressor or whatever and price it at 3 or 4 times the existing apps, most of us will just shrug, unless it has something really unique about it. Desktop devs that got in early (Eventide spring to mind, and I guess FabFilter) seem to have done quite well with apps that are unique or special in some way.

    Meanwhile, we’ve got a whole bunch of devs that cut their teeth on iOS and make stuff you just can’t get on desktop, in some cases impossible to port over due to the need for a touch screen. Though I’m glad to see that stuff is increasingly being ported from iOS to desktop, so those devs can earn more revenue.

    I get the impression (which may be totally inaccurate, natch) that some desktop devs think we’re all sitting here gagging for whatever crumbs they throw us poor deprived iOS users and then seem amazed that not many of us jump when they launch the aforesaid Yet Another Compressor or whatever. I’ve wondered several times if a dev or company have actually done some market research, and checked out what we already have (and the pricing), before porting stuff over.

  • @ninobeatz said:

    "lack of support" maning lack of sales?

    Yes, sales were not great at all. Sometimes..we only have ourselves to blame

    @Simon said:

    @ninobeatz said:

    "lack of support" maning lack of sales?

    Yes, sales were not great at all. Sometimes..we only have ourselves to blame

    We are to blame? Not sure about that.

    I think there are just too many iOS music apps and not enough customers. Neither is our fault.

    Absolutely. Nobody should feel guilty that they didn't buy every app going. Most people here are buying too many apps already.

  • edited March 31

    @Gavinski said:
    Absolutely. Nobody should feel guilty that they didn't buy every app going. Most people here are buying too many apps already.

    Exactly.

    The truth is "the gold rush is over".

    When this Forum started it was different scene - hardly any music apps.

    Every new music app was unique and was snapped up by users.

    Over the last 13 years or so there has been a flood of apps and we now have every kind of music app you can think of. And all the people who want them, have bought them. The gold rush has ended.

    So, what do developers do now?

    They try to come up with a unique or improved app that people don't already have. Not easy.

  • edited April 3

    @Simon said:

    @Gavinski said:
    Absolutely. Nobody should feel guilty that they didn't buy every app going. Most people here are buying too many apps already.

    Exactly.

    The truth is "the gold rush is over".

    When this Forum started it was different scene - hardly any music apps.

    Every new music app was unique and was snapped up by users.

    Over the last 13 years or so there has been a flood of apps and we now have every kind of music app you can think of. And all the people who want them, have bought them. The gold rush has ended.

    So, what do developers do now?

    They try to come up with a unique or improved app that people don't already have. Not easy.

    The main thing, imo, that I've been harping on about for ages now, is that we need a return to touch-focused interfaces. The main appeal of the platform is not the mobile nature of it, as attested by the lack of ppl making music on a phone. The main draw is the touch screen. IOS needs to focus on that, its unique selling point. MacBook Airs are already basically as portable as an iPad. This scene has lost its way.

  • I believe the main appeal is different to different users.

    Personally, I got into iPad music because it was (and still is) way way cheaper. I still had to spend a few hundred bucks to figure out what I need, but that's less than a FabFilter Pro bundle for desktop costs.

  • If you want to freak youself out go into your Purched Apps list and check out the "not on this iPad" list.

    I can't believe all the stuff I've download over the years. Most of it I can barely remember.

    So many fogotten apps and forgotten developers...

  • Just checked, I have 52 music-related apps there. At least half of them were free, probably more.

  • Meh…the market for iOS music has always been small as heck..and what little hope for growth for the future has been obliterated by western governments focused mission to kneecap the App Store with many a developer cheering them on anyway.

    So congratulations

  • Do we have any official information yet? 

    Situations like this justify why apps on iOS must remain cheap. I will never support expensive iOS apps on a closed, uncontrollable market like the App Store.

  • edited April 1

    @Tentype said:

    @ashh said:

    @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    At the last count I had spent around £1900 on ios music making apps. A lot of those I just bought to see what they were like and then never used them again. I have an Ableton licence for my desktop and around £200 of plugjns for it. If ios apps increased their cost 1000% then I'd spend a lot less on them, be far more discerning and expect a demo before I bought or a refund if I didn't get on with it. Gains always have a loss attached too.

    Yes, there'd be a huge loss in buyers if all apps increased prices, but it's not going to happen. I'm just saying that over time a big increase like that would normalize and i think the developers would not only breathe a sigh of relief, but also develop more, better apps, and we'd still have all the small indie apps too. We'd pay more, and i think see some real gains in cool things too. I'm just speculating tho.

    @hes raising prices is a tricky choice for any business to make. There's always trade-offs. Too low and your product can be seen as a toy, or of lesser quality, too high and it's inaccessible. iOS apps are priced far from inaccessible, and seen often in the industry as not professional, especially compared to desktop counterparts. Raising prices would piss people off, but not kill the market. Maybe initially some developers would make less sales, but they'd be higher priced sales. It'd balance out to a net profit eventually, and hopefully one that would make it more appealing to developers.

    The bubble didn't exist from the beginning because at the beginning apps WERE toys basically. We've seen a huge increase in processing power and touch screen saavyness since the platform started, and in turn a massive increase in how deep and feature rich apps are. Still, people think much over $10 is unreasonable. 🤷🏽‍♂️

    iOS doesn't fully compete with desktop yet, but it could. It's unreasonable to think that it'll get there only with small development teams. It's also unreasonable to think that large development teams will develop when they can charge so little without a revolt.

    Anyway, these are all just opinions from a small business owner who's not a developer, who only wants to see the platform grow and everybody get what they deserve for the amazing work they put in. 💕

    You say it won't happen but also if it does then many people won't follow along until, say, the next generation have got used to it. Is the iPad or iPhone a bona fide device to sprout a music career? Or is it simply a great portable ideas machine? I wonder how many people see them as the only device for their budding music making career?

    I guess the crux of the matter is that tipping point of app cost expectation/acceptance from the buyer vs the cost of the apps. There's also the ability of iOS and iPadOS devices to perform to a standard that would justify the kind of cost increase we're talking about. I believe that multi-tasking on the processor isn't available?

    There's also the expectations of developers. Do any of them see making music apps for the mobile Apple platform as their day job? What would be fair for them in terms of time invested vs payment? Is that even an issue outside of " well, yeah, it would be nice!?"

  • @alexwasashrimp said:
    Just checked, I have 52 music-related apps there. At least half of them were free, probably more.

    52?

    I have bought over 500 music making apps since the birth of iPad 2010…

    No regret, a lot of joy!

  • @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    Because you don’t actually own the software, can’t even properly back it up anymore and don’t even think about reselling. iOS apps are a service and priced as such.

  • @Philandering_Bastard said:

    @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    Because you don’t actually own the software, can’t even properly back it up anymore and don’t even think about reselling. iOS apps are a service and priced as such.

    By that logic, I should only have to pay one month's rent when I move into a house for 10 years.

  • No. By that logic when you ‚buy‘ a house the seller can repossess it without even a moment’s notice and no possibility for you to sell, sub-let or give it as an inheritance.

    If it were called a rental it would be honest but of course not a lot of people would bite.

  • @Philandering_Bastard said:

    @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    Because you don’t actually own the software, can’t even properly back it up anymore and don’t even think about reselling. iOS apps are a service and priced as such.

    Well you don’t own any software in reality - you are granted a license to use it, regardless of which platform it is on.

    Pricing is influenced by a number of things, but rarely by just the inherent value of the goods or services sold.

  • @michael_m said:

    @Philandering_Bastard said:

    @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    Because you don’t actually own the software, can’t even properly back it up anymore and don’t even think about reselling. iOS apps are a service and priced as such.

    Well you don’t own any software in reality - you are granted a license to use it, regardless of which platform it is on.e

    Pricing is influenced by a number of things, but rarely by just the inherent value of the goods or services sold.

    A license can very well be property and is treated as an asset on balance sheets in such cases (all depending on the type of license of course). My point was that the way the iOS license is structured compared to even desktop apps makes it less valuable than such apps and this is unlikely to change.

  • @ninobeatz said:

    @Simon said:

    @ninobeatz said:
    Hopefully, it’s not permanent. But, if so..this would be the second NEW developer to iOS that we’ve lost. Modalics being the first, although Beat Scholar will continue to be supported..no new plugins will ever be developed for iOS.

    Why we know why Modalics exited the iOS app market...?

    Lack of support for Beat Scholar ..plain and simple. When I asked about mindSet Drums I was told they would no longer develop for iOS. They’ve had 2 releases since. We have to stop letting plugins die here on iOS. It may be a good idea to support IZotope before they cut the cord. It would be shame to not get the plugins we need due to lack of support

    Dang I didn’t know that about modalics, or Strong soft, always sucks to hear this type of news.

  • @Philandering_Bastard said:

    @michael_m said:

    @Philandering_Bastard said:

    @SevenSystems said:

    @Tentype said:
    That, mixed with the ultra low cost of apps compared to desktop

    This precisely is what has always totally baffled me.

    Why are exact iOS equivalents of desktop plug-ins supposed to be TEN TIMES CHEAPER? This is frankly insane.

    If anything, they should be ten times MORE EXPENSIVE than desktop because designing good touch interaction and working with the strange limitations of the iOS platform is HARDER than desktop... 🤷‍♂️

    Because you don’t actually own the software, can’t even properly back it up anymore and don’t even think about reselling. iOS apps are a service and priced as such.

    Well you don’t own any software in reality - you are granted a license to use it, regardless of which platform it is on.e

    Pricing is influenced by a number of things, but rarely by just the inherent value of the goods or services sold.

    A license can very well be property and is treated as an asset on balance sheets in such cases (all depending on the type of license of course). My point was that the way the iOS license is structured compared to even desktop apps makes it less valuable than such apps and this is unlikely to change.

    Lots of non-tangible assets appear on balance sheets, but appearing on a balance sheet doesn’t mean you own the asset. Leases appear on balance sheets, repurchase agreements appear on balance sheets, etc.

  • @Gavinski said:

    @Simon said:

    @Gavinski said:
    Absolutely. Nobody should feel guilty that they didn't buy every app going. Most people here are buying too many apps already.

    Exactly.

    The truth is "the gold rush is over".

    When this Forum started it was different scene - hardly any music apps.

    Every new music app was unique and was snapped up by users.

    Over the last 13 years or so there has been a flood of apps and we now have every kind of music app you can think of. And all the people who want them, have bought them. The gold rush has ended.

    So, what do developers do now?

    They try to come up with a unique or improved app that people don't already have. Not easy.

    The main thing, imo, that I've been harping on about for ages now, is that we need a return to touch-focused interfaces. The main appeal of the platform is not the mobile nature of it, as attested by the lack of ppl making music on a phone. The main draw is the touch screen. IOS needs to focus on that, it's unique selling point. MacBook Airs are already basically as portable as an iPad. This scene has lost its way.

    Agree 100%.
    In what aspect are hardware devices a GAS source and craving for iPad users?. Knobs, obviously, you can’t beat that feeling.
    What about a hardware device with a touchscreen?. The attraction factor collapses,. With no knobs it’d be like “my ipad has a lot of alternatives for whatever that device offers, and a lot cheaper”.

    Same goes for the touchscreen and the iPad and the appeal to desktop users. When apps present the exact same interface and interaction as desktop apps, just replacing mouse with touch, the “sexiness” is just not there. Specially when daws are not as powerful, editing is a lot more finicky… Older apps like samplr, gestrument, borderlands, etc had that “wow”, emotional factor. With creative apps and approaches to touchscreen it’s not so just about “replacing the mouse”, it’s the fun and engaging factor. Similar to how we feel when we twist knobs and push faders.

  • @tahiche said:

    @Gavinski said:

    @Simon said:

    @Gavinski said:
    Absolutely. Nobody should feel guilty that they didn't buy every app going. Most people here are buying too many apps already.

    Exactly.

    The truth is "the gold rush is over".

    When this Forum started it was different scene - hardly any music apps.

    Every new music app was unique and was snapped up by users.

    Over the last 13 years or so there has been a flood of apps and we now have every kind of music app you can think of. And all the people who want them, have bought them. The gold rush has ended.

    So, what do developers do now?

    They try to come up with a unique or improved app that people don't already have. Not easy.

    The main thing, imo, that I've been harping on about for ages now, is that we need a return to touch-focused interfaces. The main appeal of the platform is not the mobile nature of it, as attested by the lack of ppl making music on a phone. The main draw is the touch screen. IOS needs to focus on that, it's unique selling point. MacBook Airs are already basically as portable as an iPad. This scene has lost its way.

    Agree 100%.
    In what aspect are hardware devices a GAS source and craving for iPad users?. Knobs, obviously, you can’t beat that feeling.
    What about a hardware device with a touchscreen?. The attraction factor collapses,. With no knobs it’d be like “my ipad has a lot of alternatives for whatever that device offers, and a lot cheaper”.

    Same goes for the touchscreen and the iPad and the appeal to desktop users. When apps present the exact same interface and interaction as desktop apps, just replacing mouse with touch, the “sexiness” is just not there. Specially when daws are not as powerful, editing is a lot more finicky… Older apps like samplr, gestrument, borderlands, etc had that “wow”, emotional factor. With creative apps and approaches to touchscreen it’s not so just about “replacing the mouse”, it’s the fun and engaging factor. Similar to how we feel when we twist knobs and push faders.

    100% right back at ya! As I said on my tweet about this recently, there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse. The point should be to have experiences that just aren't possible with a mouse. And twisting a real hardware knob will always be more enjoyable than engaging with a knob on an iPad screen. So let's please get away, devs, from all the lack of originality we currently see, with 90%+ of devs designing things as though they are designing hardware or a desktop plugin. It's genuinely getting tedious. Amen.

  • edited April 3

    @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse. The point should be to have experiences that just aren't possible with a mouse.

    Yeah but at the same time you can use your finger on a virtual knob for live automation, e.g. in Drambo with any third party plugin. Hit record on a pattern and move the knob/parameter you want to automate.

    Sure you could move your mouse to do the same but it's way more indirect and you don't have the same level of control (which is highly benefitial).

    The main problem of the iOS platform and why beginners aren't adopting it for music is that they simply don't know that it's viable, what can be done and how they can integrate an iPad into their desktop setup and get similar benefits from it than with hardware. They save up for Elektron boxes or MPCs because the Ricky Tinez etc. actually show them this stuff.

  • @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse.

    Maybe not for you but I personally feel 'way more connected with the content' when using my fingers or in some cases the Apple Pencil...

    But I do agree that in order for an app to feel 'touch native' touch-integration should never be an afterthought.
    (I really don't understand people using a mouse and keyboard with the iPad other than for 'cheaper apps', If I wanted a 'laptop experience' I would have bought the M1 MacBook Air instead of the M1 iPadPro).

  • @kirmesteggno said:

    @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse. The point should be to have experiences that just aren't possible with a mouse.

    Yeah but at the same time you can use your finger on a virtual knob for live automation, e.g. in Drambo with any third party plugin. Hit record on a pattern and move the knob/parameter you want to automate.

    Sure you could move your mouse to do the same but it's way more indirect and you don't have the same level of control (which is highly benefitial).

    You can’t move three, five, or ten knobs at the same time with the mouse. ;)

  • Oh, don't get me wrong. I'd still prefer it over a mouse or trackpad in many cases! But it's just not thaaat big a deal, is what I mean. Just feels there are too few devs utilising the touchscreen in the way it could be utilised.

    @Samu said:

    @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse.

    Maybe not for you but I personally feel 'way more connected with the content' when using my fingers or in some cases the Apple Pencil...

    But I do agree that in order for an app to feel 'touch native' touch-integration should never be an afterthought.
    (I really don't understand people using a mouse and keyboard with the iPad other than for 'cheaper apps', If I wanted a 'laptop experience' I would have bought the M1 MacBook Air instead of the M1 iPadPro).

    @kirmesteggno said:

    @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse. The point should be to have experiences that just aren't possible with a mouse.

    The main problem of the iOS platform and why beginners aren't adopting it for music is that they simply don't know that it's viable, what can be done and how they can integrate an iPad into their desktop setup and get similar benefits from it than with hardware. They save up for Elektron boxes or MPCs because the Ricky Tinez etc. actually show them this stuff.

    These points in this last paragraph are salient, definitely. And until more people start using this platform, or more ios devs start being willing to spend more on marketing, or Apple brings back the affiliate program, few big youtubers or influencers will have any incentive to promote this niche. It all feels like it's caught in a vicious circle at the moment.

  • @Gavinski said:
    Oh, don't get me wrong. I'd still prefer it over a mouse or trackpad in many cases! But it's just not thaaat big a deal, is what I mean. Just feels there are too few devs utilising the touchscreen in the way it could be utilised.

    @Samu said:

    @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse.

    Maybe not for you but I personally feel 'way more connected with the content' when using my fingers or in some cases the Apple Pencil...

    But I do agree that in order for an app to feel 'touch native' touch-integration should never be an afterthought.
    (I really don't understand people using a mouse and keyboard with the iPad other than for 'cheaper apps', If I wanted a 'laptop experience' I would have bought the M1 MacBook Air instead of the M1 iPadPro).

    @kirmesteggno said:

    @Gavinski said:
    there is nothing particularly sexy about using your finger to do the same thing that could be done with a mouse. The point should be to have experiences that just aren't possible with a mouse.

    The main problem of the iOS platform and why beginners aren't adopting it for music is that they simply don't know that it's viable, what can be done and how they can integrate an iPad into their desktop setup and get similar benefits from it than with hardware. They save up for Elektron boxes or MPCs because the Ricky Tinez etc. actually show them this stuff.

    These points in this last paragraph are salient, definitely. And until more people start using this platform, or more ios devs start being willing to spend more on marketing, or Apple brings back the affiliate program, few big youtubers or influencers will have any incentive to promote this niche. It all feels like it's caught in a vicious circle at the moment.

    A solution could be your own digital products or linking to other products from the iOS community (if making them becomes a thing).

    I mean there aren't even ebooks about iOS music production and it's an area where Apple actually pays comissions afaik. If you leverage iBooks you can integrate video content too, something most people don't do because they make multi platform books. But in a niche about iOS you could embrace it. Last time I've looked into it people used Apple Pages to make those books.

    The're also great all in one (free to start) marketing platforms like Systeme.io (Eran Bucai on YT is a good no nonsense resource for this) where you can even host course videos for free. Lemonsqueezy is a Gumroad like platform for digital products, they act as a merchant of record (have paypal and stripe integrated) and simplify global sales tax too.

    It's still a gamble and will cost you a lot of time, but at least the monetary risk is quite low these days.

  • Clearly the answer is for Taylor Swift to start making music with an iPad.

  • edited April 3

    @Michael_R_Grant said:
    Clearly the answer is for Taylor Swift to start making music with an iPad.

    Or ICE-T etc...

    "Not a MAC diss. I love Mac's but this one had to go out the hard way! Everyone has wanted to break their computer at one time. I just did...."

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