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Using LP as a control surface

I’ve been comparing the options for building custom performance interfaces using AUV3 plugins, because I use AUM so much and TouchOsc isn’t available for this purpose (directly). So far it looks like the LP widgets meet my preferences best - though Surface Builder isn’t bad.

I wonder though… in this context, with LP loaded as an extension on a MIDI track… what would the default clip/loop widgets do? As far as I know, LP doesn’t record MIDI yet, so I don’t see a use for them on a control surface… though I might be able to imagine a few.

Comments

  • @garden said:
    I’ve been comparing the options for building custom performance interfaces using AUV3 plugins, because I use AUM so much and TouchOsc isn’t available for this purpose (directly). So far it looks like the LP widgets meet my preferences best - though Surface Builder isn’t bad.

    I wonder though… in this context, with LP loaded as an extension on a MIDI track… what would the default clip/loop widgets do? As far as I know, LP doesn’t record MIDI yet, so I don’t see a use for them on a control surface… though I might be able to imagine a few.

    If loaded as strictly a midi AU, the audio widgets elements wouldn’t function so you wouldn’t use them on your layout. There is no need to include audio elements in a loopy project. One of my templates is just an empty layout waiting to be filled..

    You can use both the audio and midi elements by loading as an instrument or effect.

  • Thanks. This confirms my thought.
    Followup: I’ve been using the plugin’s own project save point utility. But I would expect that to save the state of the controls… so, for instance, if I set them to some values and save, then reload the project, I might see them pre-set to those values.

    Is it not that simple? Do I need to something similar to what I implemented for a Midi Fighter integration, that pushes preset values to LP on project load?

  • @garden said:
    Thanks. This confirms my thought.
    Followup: I’ve been using the plugin’s own project save point utility. But I would expect that to save the state of the controls… so, for instance, if I set them to some values and save, then reload the project, I might see them pre-set to those values.

    Is it not that simple? Do I need to something similar to what I implemented for a Midi Fighter integration, that pushes preset values to LP on project load?

    Widgets values persist if they are tied to something whose value is persistent. When sending MIDI, Loopy doesn’t know the state of the receiver. So, it doesn’t currently have a way to track the value. I believe there is a request related to this. You might look for it and upvote it in the roadmap site.

    You can trick loopy if you want the widgets to retain their value. Create another widget which you can put on another page. Have the real widget have two actions: trigger widget which targets the bogus widget and your send midi action.

    However, be aware that even though the widget will have the same value when you reopen the project, it doesn’t re-send the midi. So it might not really reflect the state of what you are sending midi to.

  • Aha. I’ve discovered the save/restore value option for the trigger widget action. I can set a single button to save multiple widget values, and then restore those values with another button. If the saved values persist when I load a session, I just may be good to go.

  • @garden said:
    Aha. I’ve discovered the save/restore value option for the trigger widget action. I can set a single button to save multiple widget values, and then restore those values with another button. If the saved values persist when I load a session, I just may be good to go.

    That works! I didn’t realize.

  • Great to know about „memory” in LP. LP is must have for me, sometimes I use it in special cases.

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