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Are iPhone users actually a minority here?
When browsing all the various discussions around here I get the impression of being in a minority as an iPhone user in the AB world. I do have an iPad mini 2 as well but my iPhone 6 is actually my favorite device for music making because I can mount it on my guitars and basses easily and I have it with me wherever I am. With the cck and various controllers I think that's a fantastic and super portable setup.
What worries me is that I seem to detect a trend among devs to stop developing universal or iPhone specific apps and release iPad only apps instead. Fortunately there are exceptions such as the MOM apps and apesoft stuff. But A lot of the great looking new ones like Photophore, Amp One, Flying Haggis, most Holderness stuff, Flux:FX, now even SoundPrism Electro are unfortunately unavailable on iPhone. I am concerned, also because @Sebastian is half of Audiobus, obviously, and from what I have seen so far, the other half @Michael might be releasing his next version of Loopy as iPad only as well. I'm worried about my great iPhone 6's future. Will the next versions of Audiobus, Nanostudio, BeatMaker lock out iPhone users as well? That would be a major bummer. So dear devs, PLEASE keep developing for the iPhone as well. So many more people have iPhones than iPads, I'm sure you loose a lot of potential customers if you release iPad only apps.
EDIT: Apparently there will be a universal version of SoundPrism Electro soon. So I am slightly less worried now.
Comments
I was an ipod touch only user until about a month ago.
Fair enough points, but conversely I would (selfishly) prefer Apps focussed on making best use of the extra physical space on the iPad.
I guess that several of the apps you mention probably fall in to that category anyway.
@Munibeast Much as I struggle sat in the car line at school to make much of a beat on my phone, I think you make a valid plea and in a sensible place Interested to see what the consensus on this subject is hereabouts....
The more devices these apps are on, the more diverse and surprising uses we can come up with!
The ultimate app is the perfect example:
THUMBJAM is an entirely different playing & sounding instrument on the Phone versus the IPad.
However, Auria might be difficult to squeeze onto a typical phone, but maybe not the large Iphone. ???
the upcoming 12 inch iphone 7 will make this a moot point.
I use my ipad more than my iphone now but I still use my iphone quite a bit. I don't commute on the bus anymore. When I was, I used my iphone to create music way more often. You can use your ipad on the bus but it's definitely awkward at rush hour.
I've never used my iPhone for anything more than loading mixes into Audioshare for the ol' car stereo soundcheck. But, I do enjoy having the option, and have auto-download enabled on my phone. On the flip side, universal also wards iPad users from the dreaded "2x" designed for iPhone icon and screenfuzz.
I definitely prefer seeing that little universal + sign.
yup, I'm pretty much in the same boat. Since I got an iPad, my iPhone has gone back to being mostly a communication device.
I definitely prefer universal apps, but preferably with optimisations to suit each interface.
(The dreaded "2x" effect has prompted me to repurchase several things.)
I have an iPhone, but its it been in its dock for the last couple of years. I carry my iPad everywhere and it has replaced my iPhone completely. Even send and receive calls on my iPad. I really prefer the larger screen and bigger app views. Could not have done this before I retired.
For what it's worth, I plan to make Loopy Masterpiece universal. I too am an iPhone user - I have an iPad or two for developing on, but I never use it for anything else; I do everything on my iPhone 6 Plus.
I'm betting a lot of people around here are making music on iPhone + iPad + laptop, maybe desktop as well
I have a 5s and a iPad 3. I sometimes actually prefer to use the 5s when making music because it seems to handle audiobus chains better than the 3. A lot of what I do is making loops and snippets in various apps and then using Dropbox to sync them to my 3 or my MacBook. I then will work in either BM2 or Abelton. I don't use BM2 on my phone because of the bloat and the terrible transport controls. GarageBand works well and is relatively easy, especially that you can bounce tracks and use Open In.
@bvsmv similar boat here. iPad 3 and iPhone 6. Without a question, my iPhone smokes my iPad. I run jamup->aufx space->aufx dub regularly without a hiccup. Actually, my 4s did the same and did it just as well.
Performance would be a big motivator for sure. Just still hugely irritated that my 5 phone is 16 gb whereas my ipod classic is 120gb. Not, er, AB compatible though....Grrrr.
iPhone versions of Caramel, Crystalline, Stereo Designer and Swoopster will be out in the beginning of the new year. I'll have finished videos in a week or two but here's a quick look at Crystalline Mini.
Funny that comment about BM2 transport. I find it better on iPhone than iPad for initial capture. After that, well, iPad for later work.
ThumbJam and iFretless series also iPhone faves for playing.
@dwarman, really? BM2 not having a play/pause button on the screen at all times seems criminal to me.
I like Iphone apps in 2x mode on iPad mini must be getting old .
Then again Im still using iPhone 4s maybe things will be better on a 6 or 6 plus but they seem a little big to use as phones.
I use my iPhone just for sketching ideas on the go, but always start projects fresh on iPad. I sometimes want to capture some sounds I get while I'm mobile and Audioshare comes handy in iPhone. Garageband, Loopy, Thumbjam are my iPhone essentials for waiting rooms and spare time.
My iPhone 5 is faster than my iPad 2 but too fiddly and crammed with photos and work stuff for music.
I think there are some apps that work better on the iPhone but for me most of them are on the iPad.
I would love to see more iCloud integration into the current offerings so if I make a track in Nanostudio on iPhone it auto updates via iCloud and appears in the iPad version so I can continue seamlessly...the same with Bm2...or even the presets for Chris' FX apps..
This would really enhance the value of working with iPhone as all my work is ready when I get home on iPad and it becomes an extension of the same system
@HoldernessMedia said:
did you wanna release your apps universall or will it be seperate "mini" versions for the iphone?
@obiwahnkentobi said:
I think the fact that it's called Crystalline Mini means it's a separate version, not a universal app. At least that's what it usually meant in the past. I didn't expect that move from Holderness but at least we can buy the apps again for iPhone use. Universal would have obviously been nicer but I understand he needs to make some money as well.
I was an iPhone user until a month ago. I still like to use it, it's so easy to carry around. What I'd love would be a superior-sounding synth. My dream app is a Thor for iPhone - just the "Keyboard" page, with the option to load patches from the Reason/iPad version. That would meet any need for synths.
@bixnood there's sunrizer xs, animoog, nlog, magellan jr, alchemy, cassini... some lag in updates but they're all pretty great sounding synths.
These days I mostly use simpler sketch type apps on the iPhone, things like Figure, iKaossilator, TriqTraq, etc. I find if I'm in a situation where I only have my phone and not the iPad, the likely it's just easier to sketch something to work on back in the studio later versus trying to do a full track in something like NanoS or BM2.
I have iPhone 4s and 5s but contemplating selling the 5s as I hardly ever drive it to full potential as I find it way too fiddly. Even mini is borderline as I started on and got used to 9.7 screen. Also no samplr for iPhone seals it for me.
@Munibeast said:
Yes, they are separate iPhone versions. There are several factors that led me to go this route vs. Universal. I like to be clear and keep things bullshit free, so I'd like to explain my thoughts on this up front.
As @Munibeast noted, I do need to make some money here. I'm trying to build a sustainable business so I can do this long term, not a part time hobby. As such I need to be able to fund the extra development time and continue to pay the bills without breaking even or actually losing money. (Pretty basic business plan I think.) I'm not a giant mega-corp hog trying to gobble up every dollar in sight, but I want to continue making cool stuff and hopefully afford to be able to spend the development time necessary for more ambitious projects in the future.
These new apps aren't simply a scaled down version of the landscape iPad UI design. I tried that with the intent of quick and easy universal versions but it didnt work well at all on the small screen. The apps were originally designed for iPad with no intention of iPhone versions, so a redesign was necessary. This is why I hesitated for a long time to make iPhone versions, because it seemed like the amount of work vs. demand would be a bad business decision, but after Crystalline and Caramel came out I received so many requests for iPhone versions that I finally decided to roll with it.
Additionally, I am still currently supporting iOS 7 for the iPad apps, but the iPhone versions will require iOS 8. Apple does not provide us the ability to easily limit specific devices, so if I were to support iOS 7 than I'd have to support the iPhone 4.
The new iPhone versions will be released at a cheap intro price so it is fair for both current owners of the iPad apps and me as the developer, with the really nice added benefit for iPad users of being able to run two instances of any of the effects by running both iPhone and iPad versions within Audiobus or IAA. This is something I've had multiple requests for and is quite useful, so there will be some happy folks soon I hope!
The apps were originally planned for release before Xmas but I experienced the silly app review rejection for using background audio (sigh), so the release is postponed until after the iTunes connect holiday break is over and the app can be reviewed again to ensure that yes, they do in fact require background audio, lol.
"This is why I hesitated for a long time to make iPhone versions, because it seemed like the amount of work vs. demand would be a bad business decision, but after Crystalline and Caramel came out I received so many requests for iPhone versions that I finally decided to roll with it."
@holdernessmedia THANK YOU!!!