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Quanta 2 by Audio Damage (Coming Soon to iOS)
Audio Damage brings ‘Quanta 2” to iOS!! Coming REAL soon..stay tuned!
NEW IN VERSION 2:
New User Interface
The user interface has been cleaned up, modernized, and given panels for clarity and to accommodate new controls.
Modulation Assignment Reworked
We have replaced the matrix mod assign panel with a right-click context menu like those found in Continua and Phosphor 3. In addition, the controls now have indicators to show modulation.
Additional VA Oscillator
Quanta 2 has two virtual analog oscillators instead of the single one in the original. Use one for a sub bass, send both to the grain engine, granularize one and leave the other normal -- whatever floats your boat!
Root Note Detection And Assignment
When you drop a sample on Quanta 2, or load it via the import dialogue, Quanta 2 attempts to find the root note of the sample. (This obviously works better on legato single notes than it does on chords or full music loops.) After the import, you can adjust the root note to taste.
Grain Pitch Quantization
You can optionally limit grain pitches to particular notes. This quantizing is post-modulation, so any randomization or mod applied to grain tuning will be quantized to the scale of your choosing. Quantizing respects the tuning table or MTS-ESP tuning as well.
Effects
Quanta now has a chorus, stereo dual delay, and reverb taken from the Audio Damage library of studio effects.
New Modulation Features
The envelope generators and LFOs have been extensively improved. The FEGs pick up amplitude and time scale knobs, and the FLFOs get amplitude control, switchable bipolar output, and a sync switch which causes FLFO 2 to reset whenever FLFO 1
restarts. In addition, four Macro knobs have been added to the modulation panel, and these can receive a global MIDI CC assignment, thus allowing you to control the macros from the MIDI controller of your choice, no matter what the author of the preset chose.
Quanta 1 Preset Loading
Quanta 2 contains every preset from Quanta 1, and every post-release pack we have commissioned, as well as new preset packs from Red Means Recording and Red Sky Lullaby, and created in house. In addition, Quanta 2 will load any preset created for Quanta 1. If you have made presets for Quanta 1, just drag the folder in to the Quanta 2 preset user folder, and they will appear in Quanta 2 ready to go to work.
https://www.audiodamage.com/collections/plugin-instruments/products/ad055-quanta-2
Comments
Sick! Sign me up!
yass! was so close to buying the first one…
iPhone compatibility 🥲 please?
They don’t do iPhone anymore unfortunately
I thought this developer had given up on bringing this to iPadOS completely... maybe I'm misremembering.
That’s the impression I had based on this:
https://forum.audiob.us/discussion/comment/1109457/#Comment_1109457
They must have figured it out, or decided that the effort was worth it after all
In my own uninformed opinion, I think the potential customer base for these kinds of apps has to be larger on iOS/iPadOS versus the desktop. Any developers are free to comment if this is not the case.
If this were the case the cross-platform developers would prioritize iOS development over desktop. Not a single one does.
Yonac and Fred Anton Corvest seem to place iPadOS/iOS development over desktop. If you can provide evidence they don't I'd like to see it.
Let me re-phrase, find a major desktop music app developer that prioritizes iOS. Don’t get me wrong, FAC and Yonac do lovely work but they aren’t major in the way Ableton, Steinberg, Korg and N-I are (or iK….)
As far as I know FAC and Yonac are primarily iOS developers who are expanding their reach.
You’re only right now because you changed the parameters of your assertion.
?
If the iOS music app market currently provided a larger more profitable market than desktop, you would see some of the largest developers prioritizing iOS and putting more resources into iOS development than desktop.
Either every single major desktop developer is terrible at business or iOS doesn’t yet provide as good of a return on investment as desktop development. That may change some day, but today is not that day.
Back to the app at hand. I have Quanta and this looks like an interesting tweak on the original.
My faith in Audio Damage was restored and replenished! 🤩
@ninobeatz Thank you for such wonderful news! 🫶
where did the news come from? couldnt find anything online. was it presented on a synth convention or something?
Always 🤝
On Threads. Audio Damage have ditched Twitter
ah, thanks!
Glad to see they’re not completely abandoning the platform. I’ve always really liked their stuff.
I can inform that TAL as well unfortunately made this decision to stay on desktop for now and not venture more into iOS…. they simply don’t see iOS generate money enough compared to desktop.
/DMfan🇸🇪
That's a shame. I wonder if TAL is a bit feed up with the closed wall environment of IOS relative to coding.
I honestly think it's mostly sales related, people want stuff but when stuff finally drops they complain it's too expensive.
And when it comes to Quanta 2 some are already asking if there will be an upgrade bundle to save a few bucks.
Axon 3 launched at an insanely low price and I wold not be surprised if Quanta 2 does too...
Yeah, gripes about Audio Damage support etc over the years aside, you've really got to appreciate how insanely cheap their ios apps are.
Gustav Scholda from GS DSP said in an interview that he is pretty happy with the iOS sales:
Is deploying to the platform financially worth it?
Gustav: Yes. Because they're only taking 15% if you are in the Small Business Program.
James: Make sure you apply to that before you release your first plugin. It takes a couple of months for it to go through! [laughs].
What about as an overall percentage of your revenue? Is it worth it from a business standpoint?
Gustav: At the moment, I think we're making a little bit more money on iOS than desktop. Maybe also because it's less friction. Buying stuff on iOS is super easy.
And this is for products that are priced at like $20-40?
Gustav: Yeah, we always do 50% of the desktop price for the iOS product.
James: Our rationale was users can't resell it. Also it's not like those people are working in large studios and throwing tons of money at stuff, except the iPad itself. I would love for some of those iOS purchasers to have a little more empathy for us when they complain about the prices. "Hey guys, this stuff is super cheap, you don't know how cheap it is."
Chris Randall provided a similar justification for lower prices on iOS a few years go: licenses cannot be resold and the product only works on a single platform (somewhat less so nowadays with "universal" purchases, but still locked to Apple devices)
Interesting. Although it's just one developer's experience, it proves in their case that "mobile" (iOS/iPadOS) is well worth their time spent in development. This doesn't really surprise me. Although niche apps (specifically music and music production) have a far smaller audience than say "Candy Crush" or games in general, Apple's distribution and payment model reduces friction for buyers, leading to impulse sales that probably wouldn't happen otherwise.
Honestly, I wish they'd also offer their other software through the macOS App Store. That reduced friction (which also ensures software is always on the latest updates) is invaluable as a customer.
Yes, for various reasons, ios plugins should definitely be quite a lot cheaper than their desktop equivalents. Luckily that's usually the case, and the GSDSP discount being only 50% is unusual, as usually the discount is much much higher, probably usually at least 3 or 4 times cheaper.
Dang, I like Tal and was hoping to see more.
I imagine there’s a whole host of reasons a developer might decide to go one way or another, that aren’t strictly financial. Their own personal preferences, basically what they use to make music, their coding preferences, budget, team size, etc…
Agreed. I really appreciate the price-to-quality ratio. Other Desert Cities is such a phenomenal delay. If it were in guitar pedal-form, it would probably sell for $500 - $600 USD.