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Baby Audio Releases Atoms for iOS

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Comments

  • I for one will continue to buy Baby Audio products on iOS. This is a decent port. They seemed to have put in more than 'minimal effort' - it sounds great and the price is cheap compared to the VST (desktop) version.
    Some of their apps seem a bit high for what you get, that's true. But this synth is well worth $20.
    Just my opinion.

  • @Pxlhg said:

    @tristan said:

    @Mr_Fox said:

    @tristan said:

    @axens said:
    Just tried it out. It uses almost 50 % CPU as a single instance hosted in AUM on my iPad Air 4… so not worth to me. The interface is not very easy to handle. It seems to be a straight port and has tiny touch areas. Even when scaled to almost full screen, I had many false touches. Still crazy and fun sounds!

    This isn't entirely inaccurate. Although we do our best to polish things for a touch-friendly experience at the end of the day we are making ports of desktop products :) I think it's helpful to manage expectations when it comes to these. We never claim to build any of our plugins natively for iOS. That's something we simply don't have the resources for at the moment. But there was a time when iOS in general wasn't possible for us. Things change over time!

    Hi Tristan, I'm just curious—what’s stopping you guys from building slightly modified UI layouts for mobile? We often see iOS developers create different layouts for iPhone and iPad. Couldn’t you have two sets of layouts with slightly adjusted sizes?

    Because at the moment it's just not possible for us to put that kind of work into iOS when it's a fraction of a fraction of our total income. Every development team has different priorities and capabilities, and right now we're doing the best with what we've got, which admittedly for iOS isn't much. But again, there was a time when being on the iOS App Store at all wasn't a thing for us. Now we have a few ports, each one generally gets better and is improved upon over time with updates. Like we have planned for Transit on iOS. We do have ideas for iOS-focused products. Not ports but entirely new apps (not on desktop) that would definitely be more native to the iOS environment. I've been at BA for almost 5 years at this point, almost since the beginning (remember we're a young company) and I can attest that a lot of positive change and growth has happened since then. We recently met as a team for the first time ever, and of course we talked future plans. iOS is a part of our future plans. We just gotta take things at our pace -- which we understand can be slower than some people would like. But we aren't going anywhere. Progress will continue to be made, and we will get to where we need to be. Hope to see you there!

    I hear you Tristan and I appreciate the explanation although you might NOT wanna add this disclaimer on the store pages for your iOS products.. 😱😱

    I can only say that BA's choice is somewhat a gamble because I for one will not buy your iOS products again* since they don't get the love they deserve, or service I as a paying customer expect. It's kind of a strange admission to do: the "you're hardly worth it" attitude is not sitting well with me (but, I'm an odd one so what can I say)

    *You will get my undivided support when you say that we (your iOS clients) are equally supported instead of "fraction of a fraction" bull no one wants to hear. Cheers//

    I read Tristran's comment fairly positively [and wouldn't 'equal' support mean equal price (actually more due to market size)], as a reflection of realistic allocation of resources, with assurance of future development and not becoming abandonware.
    I'd love Harrod's service at Lidl prices but a nice meal every day suits me more than a great one once a week. ;-)

  • @Pxlhg said:
    I can only say that BA's choice is somewhat a gamble because I for one will not buy your iOS products again* since they don't get the love they deserve, or service I as a paying customer expect. It's kind of a strange admission to do: the "you're hardly worth it" attitude is not sitting well with me (but, I'm an odd one so what can I say)

    Hmmm…it’s a nice sounding, unique synth, but at just under £30 (full price), is right up there with the highest paid synths (Moog, Sugar Bytes etc.), so I’d expect it to be properly optimised for iOS.

    Considering the bug reports so far, I’m not tempted yet.

  • @Gavinski said:

    Yes, is there an iOS specific manual, or is that feature actually mentioned anywhere? Like most people, I suspect, I basically never use my iPad in portrait for making music!

    No iOS manual from what I know...
    I use that iPad mostly in portrait mode when I'm not sitting at the desk and some apps just work better in portrait mode especially when I need more vertical space (Novation Apps, Koala, Gadget, Drambo, LogicPro for iPad etc.).

    When I'm at the desk it's landscape mode with slight cover-tilt and 'universal control' if/when I would need to use a keyboard and mouse as I still see the iPad as a 'Touch First' device and not a laptop-replacement.

    @tristan and the rest of of the BA team has done a pretty nice job with Atoms and one of the clear iOS adaptations is the menu in the middle when selecting the modulation sources which has a bit larger fonts that the rest of the app and thankfully I've had the pleasure to get comfortable with Atoms on the desktop and have mostly memorized what the different knobs do so I don't have to 'read the labels' which for me would require using a magnifying glass. The fonts used in the preset-list are well, since I don't use presets I won't bother commenting on those but it's another case of MFS (Microscopic Font Syndrome) especially when the app is not used in full-screen :sunglasses:

    Cheers!

  • I think BA does a great job on these ports. I dig the sounds and interface a lot. My only complaint is the arrows to change the presets are a pain 🤣 why are they so tiny!?

  • @reasOne said:
    I think BA does a great job on these ports. I dig the sounds and interface a lot. My only complaint is the arrows to change the presets are a pain 🤣 why are they so tiny!?

    I agree - the arrows are too tiny. I'm using a 13" Air, and it's pretty hard to hit those things. This could be something they fix, for sure.

  • @tubespace said:

    @NeuM said:
    Please post any video or audio files of anything you create that you find interesting. I'm not convinced I'm seeing anything new here yet.

    I just bought it and put together a simple jam in Loopy Pro.
    https://youtu.be/EjbHAj0Wcrk?si=y6J7_Wjqsbeupa8n

    If you notice - I'm experiencing the issue (already mentioned) of clicking on presets, but nothing loading or no sound. It's happening a lot. Tristan said they are working on a fix, so looking forward to that.
    I guess that's why devs usually give intro pricing while they work out some final bugs.

  • edited November 9

    Paying money to beta test unknowingly gets tiring quickly.

  • edited November 9

    Just chiming in here regarding our iOS ports and our iOS priorities. Tristan mentioned that this was being discussed in the thread.

    iOS ports:
    The reason our iOS ports look like the desktop releases is a matter of choice, not neglect! Our goal is to give iOS users the closest experience to what the plugins do (and sound like) on desktop.
    The UI design has always been a big part of our product experience and we feel it would defeat the purpose if we removed these qualities for iOS by changing the design dramatically. (This is an opinion of course, but one we feel strongly about).
    We always do small tweaks to adapt our products to the iOS environment. In Atoms, for instance, the LFO panels and top bar controls have been enlarged, in Transit, we have a dedicated iOS view. Etc. But ultimately, our goal is to give iOS users as close of an experience to the desktop plugin as possible.

    iOS as a priority:
    Tristan is correct in mentioning that desktop is the biggest market for us. And I think this kind of transparency is important. But we’re seeing a growing shift towards iOS/handheld music making and we’re absolutely on board and dedicated to this community! We’ve received so much support from you - and are really grateful for it. The next iOS release is just a few weeks away (Comeback Kid) and we’ll end up porting them all eventually.
    Furthermore, as Tristan mentioned, we’re even thinking of a few dedicated iOS ideas we’ll get to in the future.

    Thanks again for all the interest in what we do and for receiving our products with such passion. All your feedback is valuable to us and gets discussed internally. We never take the support for granted and are in this for the long run!

    Caspar
    /Baby Audio Owner

  • @Goldiblockz said:
    Paying money to beta test unknowingly gets tiring quickly.

    Unfortunately this has almost become the new norm with many developers pushing out products as fast as possible and fixing issues as they arise if we're lucky and the app sells. Sadly initial impressions and reviews can in some cases completely 'kill an app' if gets bashed on too hard...

    But I kinda get it since it's practically impossible to simulate every imaginable scenario an app might get used in...

  • @Samu said:

    @Goldiblockz said:
    Paying money to beta test unknowingly gets tiring quickly.

    Unfortunately this has almost become the new norm with many developers pushing out products as fast as possible and fixing issues as they arise if we're lucky and the app sells. Sadly initial impressions and reviews can in some cases completely 'kill an app' if gets bashed on too hard...

    But I kinda get it since it's practically impossible to simulate every imaginable scenario an app might get used in...

    I hope you're not discussing Atoms here as all our releases are extensively tested :) Of course small issues will inevitably appear when going from a test audience to a full audience. But we're keeping track of them and will fix them with an update.

  • I keep hearing that everyone tests their apps to the moon and back but there's been at least five releases off the top of my head the past few months that don't pass QC imo.

    If multiple people on one small focused forum have trouble switching presets and making any of the tiny buttons activate on day one I feel like this probably goes on the list with a wide rate of affected users.

  • @BabyAudio & @tristan
    What I would like to see for all iOS baby audio apps: a revised preset import.
    All imported presets currently end up in the user bank. In BA-1, for example, I have several hundred presets (purchased and free) in the user bank, which is very confusing. The imports should be displayed as individual banks in the sidebar, just like the factory banks. Even the Baby Audio .zbaby banks end up as individual presets in the User Bank (at least in iOS, no idea if this works with the desktop apps).
    Would be great if that were possible.

  • edited November 9

    @ZankFrappa said:
    @BabyAudio & @tristan
    What I would like to see for all iOS baby audio apps: a revised preset import.
    All imported presets currently end up in the user bank. In BA-1, for example, I have several hundred presets (purchased and free) in the user bank, which is very confusing. The imports should be displayed as individual banks in the sidebar, just like the factory banks. Even the Baby Audio .zbaby banks end up as individual presets in the User Bank (at least in iOS, no idea if this works with the desktop apps).
    Would be great if that were possible.

    On it! This is something we have on our list already. Apple's restrictions with respect to file / disk access makes it a less than trivial thing to fix but it should be possible and we'll get it done.

  • @Samu said:

    @Goldiblockz said:
    Paying money to beta test unknowingly gets tiring quickly.

    Unfortunately this has almost become the new norm with many developers pushing out products as fast as possible and fixing issues as they arise if we're lucky and the app sells. Sadly initial impressions and reviews can in some cases completely 'kill an app' if gets bashed on too hard...

    I think that’s kinda affected me with this app. £20 for a synth that’s been released with a number of reported bugs already, however good it sounds, has put my potential purchase on hold….for now…..

  • @oldsynthguy said:

    I think that’s kinda affected me with this app. £20 for a synth that’s been released with a number of reported bugs already, however good it sounds, has put my potential purchase on hold….for now…..

    If it's of any comfort, this is not the only one with some initial issues...
    ...Discovery from discoDSP left a really bad-taste and it's still not fully 'fixed' and probably never will and we'll eventually DiscoveryPro instead...

    There will never be ay 100% bug-free and flawless apps, that's just the current nature of things, pushing out new stuff and fixing in post if/when enough people complain :sunglasses:

  • @BabyAudio said:

    @ZankFrappa said:
    @BabyAudio & @tristan
    What I would like to see for all iOS baby audio apps: a revised preset import.
    All imported presets currently end up in the user bank. In BA-1, for example, I have several hundred presets (purchased and free) in the user bank, which is very confusing. The imports should be displayed as individual banks in the sidebar, just like the factory banks. Even the Baby Audio .zbaby banks end up as individual presets in the User Bank (at least in iOS, no idea if this works with the desktop apps).
    Would be great if that were possible.

    On it! This is something we have on our list already. Apple's restrictions with respect to file / disk access makes it a less than trivial thing to fix but it should be possible and we'll get it done.

    Yes, I know, handling presets or files in general in iOS can be a challenge. Your answer gives me hope, thank you

  • @BabyAudio said:
    Just chiming in here regarding our iOS ports and our iOS priorities. Tristan mentioned that this was being discussed in the thread.
    Thanks again for all the interest in what we do and for receiving our products with such passion. All your feedback is valuable to us and gets discussed internally. We never take the support for granted and are in this for the long run!

    Caspar
    /Baby Audio Owner

    Thank you for addressing this. There will always be a few people who are frustrated with app developers and the iOS situation, as they have chosen this as their main platform. I hope that you continue to take criticism in a positive way, like you are doing now. Some smaller developers have taken some words a little too personally. I like your professional approach.

    Having said that (please make the preset buttons bigger hahah)

  • @BabyAudio said:

    I hope you're not discussing Atoms here as all our releases are extensively tested :) Of course small issues will inevitably appear when going from a test audience to a full audience. But we're keeping track of them and will fix them with an update.

    Not specifically, it's more of a reflection of software development in general where dead-lines have to be met and it's almost possible to sense that someone is keeping their hands crossed that some things just won't get noticed :sunglasses:

  • edited November 9

    My biggest gripe is simply that in my opinion these ports, especially on release, hardly qualify for the definition of the word.

    It feels like playing a video game on an emulator, but worse. Stripped features, lack of polish, no quality of life additions related to platform you're porting to. It's hard not to look at it like a cash grab. Half the time these major apps aren't even updated but once a year.

    That's the last I'll say on the matter...I sincerely hope Baby has a great time in the iOS ecosystem and that everyone gets bigger buttons. I'm sure I'll pick up BA-1 sooner than later. <3

  • Fix released. Thank you

  • edited November 9

    @Goldiblockz said:
    It feels like playing a video game on an emulator, but worse. Stripped features, lack of polish, no quality of life additions related to platform you're porting to. It's hard not to look at it like a cash grab.

    If it feels like that, then there's a big gap between your perception and our reality. We barely make any money on our iOS ports when factoring in the dev work against the revenues (which are discounted due to the low price points on iOS).

    We mainly do this because we're curious about the future of music-making and because we believe there's a pioneering spirit in the iOS community that we want to be a part of.

    Currently iOS represents 1-2% of our entire revenue as a company but a much larger part of our attention and development efforts. If we were purely motivated by money, we wouldn't be in this space. (And perhaps that's why many of the bigger music-tech companies aren't).

    Curiosity is a much bigger driver for us when it comes to iOS – so please keep your feedback coming. It's very helpful.

    As for stripped features: There are no stripped features in Atoms iOS. You're getting the same plugin that we released for desktop and spent 18 months developing with a professional dev team (and then subsequently a couple of months porting to iOS). And not just that: You're getting it at a fraction of the price of the desktop plugin.

    In the hardware days, a new cutting edge synthesizer would cost in the thousands. In the plugin-era, they cost in the hundreds. And on iOS we're bringing Atoms out with an intro price of $19.99.

    If we've come to a point in gear history where that's considered a cash grab, then musicians are lucky. And that's a good thing I suppose :)

  • edited November 9

    @tubespace said:

    @BabyAudio said:
    Just chiming in here regarding our iOS ports and our iOS priorities. Tristan mentioned that this was being discussed in the thread.
    Thanks again for all the interest in what we do and for receiving our products with such passion. All your feedback is valuable to us and gets discussed internally. We never take the support for granted and are in this for the long run!

    Caspar
    /Baby Audio Owner

    Thank you for addressing this. There will always be a few people who are frustrated with app developers and the iOS situation, as they have chosen this as their main platform. I hope that you continue to take criticism in a positive way, like you are doing now. Some smaller developers have taken some words a little too personally. I like your professional approach.

    Having said that (please make the preset buttons bigger hahah)

    Agree with @tubespace.

    We do appreciate you porting your stuff to iOS. The LPF is among, or might very well be THE best place for devs online, to get constructive feedback regarding music apps for iOS. It’s sometimes raw and unpolished and often very straight to the point, but almost always for the sake of trying to make the app better.

    /DMfan🇸🇪

  • @BabyAudio said:

    Curiosity is a much bigger driver for us when it comes to iOS

    Hope you stay in the iOS music making space for a long time to come. Thanks for some great apps :)

  • edited November 9

    When I play with the Seaboard, the audio immediately becomes quiet and distorted. Can anyone replicate that?

  • edited November 9

    @BabyAudio said:

    @Goldiblockz said:
    It feels like playing a video game on an emulator, but worse. Stripped features, lack of polish, no quality of life additions related to platform you're porting to. It's hard not to look at it like a cash grab.

    If it feels like that, then there's a big gap between your perception and our reality. We barely make any money on our iOS ports when factoring in the dev work against the revenues (which are discounted due to the low price points on iOS).

    We mainly do this because we're curious about the future of music-making and because we believe there's a pioneering spirit in the iOS community that we want to be a part of.

    Currently iOS represents 1-2% of our entire revenue as a company but a much larger part of our attention and development efforts. If we were purely motivated by money, we wouldn't be in this space. (And perhaps that's why many of the bigger music-tech companies aren't).

    Curiosity is a much bigger driver for us when it comes to iOS – so please keep your feedback coming. It's very helpful.

    As for stripped features: There are no stripped features in Atoms iOS. You're getting the same plugin that we released for desktop and spent 18 months developing with a professional dev team (and then subsequently a couple of months porting to iOS). And not just that: You're getting it at a fraction of the price of the desktop plugin.

    In the hardware days, a new cutting edge synthesizer would cost in the thousands. In the plugin-era, they cost in the hundreds. And on iOS we're bringing Atoms out with an intro price of $19.99.

    If we've come to a point in gear history where that's considered a cash grab, then musicians are lucky. And that's a good thing I suppose :)

    Also recognize that there’s a portion of aged posters here who just come here to grumble about spending $20 because their wives are sick of listening to them. The more silent majority here are thrilled to have Atoms on iOS, and know you’ll work any kinks out. And BA-1 is still one of the best synths on this platform. Keep up the good work! ;).

  • @RonnieOmelettes said:

    @BabyAudio said:

    @Goldiblockz said:
    It feels like playing a video game on an emulator, but worse. Stripped features, lack of polish, no quality of life additions related to platform you're porting to. It's hard not to look at it like a cash grab.

    If it feels like that, then there's a big gap between your perception and our reality. We barely make any money on our iOS ports when factoring in the dev work against the revenues (which are discounted due to the low price points on iOS).

    We mainly do this because we're curious about the future of music-making and because we believe there's a pioneering spirit in the iOS community that we want to be a part of.

    Currently iOS represents 1-2% of our entire revenue as a company but a much larger part of our attention and development efforts. If we were purely motivated by money, we wouldn't be in this space. (And perhaps that's why many of the bigger music-tech companies aren't).

    Curiosity is a much bigger driver for us when it comes to iOS – so please keep your feedback coming. It's very helpful.

    As for stripped features: There are no stripped features in Atoms iOS. You're getting the same plugin that we released for desktop and spent 18 months developing with a professional dev team (and then subsequently a couple of months porting to iOS). And not just that: You're getting it at a fraction of the price of the desktop plugin.

    In the hardware days, a new cutting edge synthesizer would cost in the thousands. In the plugin-era, they cost in the hundreds. And on iOS we're bringing Atoms out with an intro price of $19.99.

    If we've come to a point in gear history where that's considered a cash grab, then musicians are lucky. And that's a good thing I suppose :)

    Also recognize that there’s a portion of aged posters here who just come here to grumble about spending $20 because their wives are sick of listening to them. The more silent majority here are thrilled to have Atoms on iOS, and know you’ll work any kinks out. And BA-1 is still one of the best synths on this platform. Keep up the good work! ;).

    Yep I’m also thrilled you’re bringing your apps to the platform, especially as you’re supporting iPhone as well as iPad. Please keep going 👍

  • @gregsmith said:

    @RonnieOmelettes said:

    @BabyAudio said:

    @Goldiblockz said:
    It feels like playing a video game on an emulator, but worse. Stripped features, lack of polish, no quality of life additions related to platform you're porting to. It's hard not to look at it like a cash grab.

    If it feels like that, then there's a big gap between your perception and our reality. We barely make any money on our iOS ports when factoring in the dev work against the revenues (which are discounted due to the low price points on iOS).

    We mainly do this because we're curious about the future of music-making and because we believe there's a pioneering spirit in the iOS community that we want to be a part of.

    Currently iOS represents 1-2% of our entire revenue as a company but a much larger part of our attention and development efforts. If we were purely motivated by money, we wouldn't be in this space. (And perhaps that's why many of the bigger music-tech companies aren't).

    Curiosity is a much bigger driver for us when it comes to iOS – so please keep your feedback coming. It's very helpful.

    As for stripped features: There are no stripped features in Atoms iOS. You're getting the same plugin that we released for desktop and spent 18 months developing with a professional dev team (and then subsequently a couple of months porting to iOS). And not just that: You're getting it at a fraction of the price of the desktop plugin.

    In the hardware days, a new cutting edge synthesizer would cost in the thousands. In the plugin-era, they cost in the hundreds. And on iOS we're bringing Atoms out with an intro price of $19.99.

    If we've come to a point in gear history where that's considered a cash grab, then musicians are lucky. And that's a good thing I suppose :)

    Also recognize that there’s a portion of aged posters here who just come here to grumble about spending $20 because their wives are sick of listening to them. The more silent majority here are thrilled to have Atoms on iOS, and know you’ll work any kinks out. And BA-1 is still one of the best synths on this platform. Keep up the good work! ;).

    Yep I’m also thrilled you’re bringing your apps to the platform, especially as you’re supporting iPhone as well as iPad. Please keep going 👍

    +1 … thanks so much for deciding to give iOS a go and the vast majority of forum members, myself included, are pleased about that, and also thanks for offering your free plugins 😀 Personally I hope to see Transit 2 on iOS before too long.

  • @Fruitbat1919 said:

    @BabyAudio said:

    Curiosity is a much bigger driver for us when it comes to iOS

    Hope you stay in the iOS music making space for a long time to come. Thanks for some great apps :)

    +1

    /DMfan🇸🇪

  • @BabyAudio said:
    iOS as a priority:
    Tristan is correct in mentioning that desktop is the biggest market for us. And I think this kind of transparency is important. But we’re seeing a growing shift towards iOS/handheld music making and we’re absolutely on board and dedicated to this community! We’ve received so much support from you - and are really grateful for it. The next iOS release is just a few weeks away (Comeback Kid) and we’ll end up porting them all eventually.
    Furthermore, as Tristan mentioned, we’re even thinking of a few dedicated iOS ideas we’ll get to in the future.

    Thanks again for all the interest in what we do and for receiving our products with such passion. All your feedback is valuable to us and gets discussed internally. We never take the support for granted and are in this for the long run!

    Caspar
    /Baby Audio Owner

    With this magnificent synth, you are proclaiming to the world, 'We are not just fancy-looking product companies with modern, up-to-date marketing, but brave explorers where sound comes first.' Atoms truly showcase the power of BA as an innovation in Crystalline and IHNY user interfaces. I am excited and eager to see every future product from Baby Audio.

    Thank you, Caspar, for reaching out and caring for our little community here. 🤩

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