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.

Need help, trying to understand how iOS music production apps work.

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Comments

  • Maybe.... i must save now for another thing but for the few bucks i will grab that iOS version from twin 2 synth plus all the other stuff. I must say that will be really a lot bang for the buck when i think i payed 10 times more for my latest toy :) So much tools :D

    I think often negativ... then i can just be surprised in a positive way ;-)

  • I think we've seen some pretty creative music production apps on the iPad. Things that break you out of whatever ruts you could possibly fall into. Though I like physical controls over virtual, a touchscreen can have advantageous in creativity. Not to mention the price point of iOS apps over OSX apps. The iVCS3 is just marvellous to play and experiment with and I got it for $12. Then of course the idea you can put things together musically on the go, wherever you are has advantageous too.

    I'm still looking at workflows...Theoretically I could hash out ideas on the iPad then move to OSX and my hardware synths as well. I love analog, nothing like the sound of raw electrical power. But I can get a pretty good emulation from Monark (at 88.2K BTW). Animoog sounds pretty sweet, just waiting for a price drop. Can't wait for the update to Auria Pro. Looks sick.

  • edited March 2015

    @Holiday said:
    I think we've seen some pretty creative music production apps on the iPad. Things that break you out of whatever ruts you could possibly fall into. Though I like physical controls over virtual, a touchscreen can have advantageous in creativity. Not to mention the price point of iOS apps over OSX apps. The iVCS3 is just marvellous to play and experiment with and I got it for $12. Then of course the idea you can put things together musically on the go, wherever you are has advantageous too.

    I'm still looking at workflows...Theoretically I could hash out ideas on the iPad then move to OSX and my hardware synths as well. I love analog, nothing like the sound of raw electrical power. But I can get a pretty good emulation from Monark (at 88.2K BTW). Animoog sounds pretty sweet, just waiting for a price drop. Can't wait for the update to Auria Pro. Looks sick.

    You also could now record all the iOS synths direct into your desktop DAW via this new Audio over usb apps. In theory you could record them without loss in up to 32bit very soon (at the moment Audiomux is limited to Audiobus... which is still sadly limited to 16bit44.1khz and MusicIO is in review).

    Most the time i agree that iOS apps are amazing cheap but then you can get a lot great things for free in the desktop world. Logic Pro X is cheap for what you get. Auria with all plug-ins will cost you more. Mainstage is an awesome bargain too. You get very often plug-ins for half the price on sales too. So in general i think you pay what you get in booth worlds. Sometimes more sometimes not.... It also depends of what kind of sounds you want. In the beginning i made trance, dance like stuff but i changed to more ambient and cinematic pieces. Especially in this area iOS lacks. I think using a touch screen to control my "bigger" toys is (at the moment) my best way to combine this. I just hope for an full OS X touch one day instead of iOS on an iPad Pro or at least a kind of hand off connected dual boot thingie :)

    One for sure.... creating music and designing sounds is super great. Damn, i hope i can do it until i die with whatever OS or tool comes in the future.

    Go!

  • The Fabfilter Twin 2 comes with Auria Pro, at no extra bucks! ;)

  • Waiting for fix of Audiomux and OSX 10.7. Hope they do 32bit too via IAA. I know Music IO will have their audio over USB soon too. Potentially we could start seeing more music apps for Android as it seems they are finally getting the latency down to a reasonable level. I gotta pick up Lemur soon too and use it with Ableton, just for workflow ease.

  • edited March 2015

    @KING777 said:
    The Fabfilter Twin 2 comes with Auria Pro, at no extra bucks! ;)

    I know, together with the sampler the reason i will upgrade. I have Auria with some of the plug-ins like Fabfilter Pro-L, Pro-Q..... he he but maybe i'm the only one who never use it. I always find that Audio Mastering fits a lot better for my mastering needs and it's even cheaper. But in general i don't do much eq'ing and the likes because i tweak each sound until it sounds exact like i want. Every attempt from me to use this stuff just destroyed the sound at the end. I also never put any FX on a final mix etc. (just in the individual tracks). So i have no need for these plug-ins and Audio Mastering and/or the tons of Logic Pro X intern tools are more than enough for me. If i need a pro mastering i let it make a pro ;)

  • @KING777 said:
    Hehe, that's 'Grumpy!'.. :-)

    Even 3D sound has to boil down to 2 channels.
    The reason it is Left and Right is that most of us (on this planet) only have 2 ears, lol.

    No, that’s not true at all. 3D sound can’t be reduced to two channels effectively, and in fact the first stereo experiments did not use two channels, but three. Arguably, two channel stereo is still highly deficient, even though it has mistakenly become a more or less standard. One of the incorrect aspects of modern digital audio is that it is so much more difficult to create multitrack audio and disseminate it that way. A few decades ago, you could create what was loosely termed quadrophonic and it would stay as four channel (discrete or if you weren’t careful which technology you chose, encoded) until it hit the four speakers. Four track cassettes were commonplace, although not as a consumer format. Now, it is almost impossible to distribute more than two-track audio, other than by encoding it as DTS or Dobly.

    Last year I developed some interesting innovations going forward with spatial audio, both binaural and panoramic (I won’t call it surround, for philosophical reasons) and when I get some time (i.e., not now, I'm up to here with a video project) I’ll flesh it out and publicise it.

  • edited March 2015

    Hehe, you guys are getting way to technical. Hehe

    We have two ears, if each one receives sound, then they could be classed as channels for that sound.
    The sound that is received by nature (ears and drums) will come in via these channels, two of them. We may hear many different sounds in unison, and harmonics etc. but in the biological and physical, we only have two ears.

    7,000 transmitters (speakers) reduces down to 2 receivers our ears..

    I'm not trying to be scientific about this, just logical. :)

    You can hear the 3D effect in a pair of headphones. A pair..

  • I'm back, sorry gonna keep it on track guys.

    @telecode101 said:
    I would side on the higher resolution . Assume whatever it sounds like on your system or setup -- it could sound about 50% worse on someone elses setup.

    That could be down to my mixes :)

    I am on side with high bit rates and sample rates, but if i can only use 200 samples in a track instead of 500 then i'm ok with the (debatable) down grade in sound quality.

    Last thing from me- hands up who listens to blu ray pure audio disks..

  • Ahh...I remember quadrophonic sound. That was cool. Back in a day when people wanted to embrace the best possible audio experience. Actually it's interesting...That interest for video quality and visual experience has steadily climbed over the years, like 4K Ultra HD TVs and 3D TVs for example, but audio experience has plunged. I'm actually planing an art installation of sorts working with 5.1 surround and visual effects. But I digress...

    Thing is I don't think it's that much more work, in regards to iOS synths, to allow either host (in this case Auria) to set sample rate/bit depth or to have an option to export at higher sample rate/bit depth.

  • I was very interested in surround sound years ago and even released a hybrid ambisonics / 5.1 DTS data disc years ago - with little interest. I now stick to binaural stuff - at least everyone has a pair of headphones !

  • edited March 2015

    @RUncELL said:
    Last thing from me- hands up who listens to blu ray pure audio disks..

    I don't -- but -- I know rich guys who do have high end sound systems and prefer the quality of Tidal to Spotify or Rdio and they claim they can hear the difference when I speak to them. If they are willing to part with the money I am willing to provide the entertainment they want to hear.

  • edited March 2015

    I remember Q Sound.

    http://www.qsound.com/corporate/chronology.htm

    I still have Soul Cages as well as the single releases with some extended alternate versions of some tracks on it especially mixed and designed to showcase the technology at the time. I listened and listened closely and could not hear the fancy sound in it.I just heard phasing tricks.

  • @KING777 said:
    Hehe, you guys are getting way to technical. Hehe

    We have two ears, if each one receives sound, then they could be classed as channels for that sound.

    You are correct in your result of enumerating the quantity of ears of the typical human.

    You can hear the 3D effect in a pair of headphones. A pair..

    This is partly true, but headphones need not have been designed that way initially, as the reason they give a tight stereo image impression is because they are tight against the ears.
    But even so, headphones could have been designed to have up/down discrimination as well as left/right and far/near discrimination. A single pair offers almost no up/down information and often no front/rear discrimination unless clever tricks using HRTFs are employed.

    As soon as you emanate the sound further away from your ears ano into a proper soundscape, you can no longer truly get away with only two radiators, one for each ear. Why would you think we're heading toward 22.2 surround sound in UHDTV if only two channel audio really would conceivably suffice?

  • If you have an Auria project at 24/96 and the current methods of getting iPad audio directly onto the timeline in Auria (AB or IAA) is problematic (say, pitched down due to sample rate conversion), I think asking Rim @ Auria to help work it out is your best bet. He's receptive and it's a valid concern.

    I've never done an Auria project at anything higher than 44.1 so I've never experienced this. I'm sort of surprised I haven't seen this issue mentioned before.

  • @KING777 said:
    Hehe, you guys are getting way to technical. Hehe

    We have two ears, if each one receives sound, then they could be classed as channels for that sound.

    It's not that technical—you're selling your brain short and conflating sound sources with sound destinations. Yes, all sounds eventually enter through your (max) two ears. But, the sources of those sounds come from a (max) infinite number of locations in 3d space. Your two ears and big old brain can discern the point of origin of many concurrent sounds with pretty astonishing accuracy. Go to a reasonably busy corner in your town and close your eyes and pick out where sounds are coming from. It's fun. You can not recreate that experience with two speakers.

  • The SACD 30th anniversary remix of Dark Side is pretty outrageus, but so also are the prces to go that way religiously. That said, I do 5.1 production at work, from time to time, which ends up at 48K/16 bit for HDMI.

  • edited March 2015

    7,000 sounds into 2 ears..> @KING777 said: But it does not matter how many tracks you want to have, it all comes back down to 2...

    Left and Right. (Right!)

    7,000 sounds, into 2 ears! Hehe

    I would agree you could not re- create some of 3D (Dimentions) easily, this is why I said headphones not speakers. :)

    Their not selling headphones with 3 speakers, as far as I know, unless it's a novelty or some type of experiment. (Or are they?)

    My whole point is this: all of the tracks we have available, we are still having to mix them down to 2. I'm a musician, so I'm dealing with music. (Not Cinema, Theatre or other at the mo)... :-) :-)

    I also agree that it would be great to have headphones with more space caperbillites. Then we cold have the sound near to how we hear it on speakers, which are a little distance away. It would truly have been nice if headphones were designed differently. And we could replicate nature to the enth. :-)

    This is good! Keep it coming..

  • Same like @syrupcore, I have never ventured to deep into using Auria at 96k.
    Things would be a little restricted, need to get to most (which may not be the best quality available) but get most I can out of my iPad.

    To me right now I don't neeeeeed to hear the difference so 44.1k is good for me (at the mo) When there is an upgrade to the whole system, then yes! (System = Cpu, Ram and disk space)
    I'm just pleased I can do all these things without having to have a room fill with equipment.

    Good Times! :)

  • I remember the first time I heard a stereo record player... with a train passing in front of me left to right across the stereo spectrum. I was astonished! Truly! :-)

    Just two speakers in that 2D plane but, I still heard a complete panning left to right across the 2D space that I remember to this day, and that included a perception of depth as well as the train "came" and "left", created by volume, filtering and frequency shifting emulating doppler changes.

    However, the brain does even more interesting things interpreting and interpolating volume, reverb, multiple reflections, early reflections and frequency for depth and height in 3D space as well - based on how it interprets those things in the real world, and while one cannot achieve a true 3D space with two speakers, one can achieve a reasonable representation of a limited 3D space with just two speakers. This is true not just of depth but also height, where higher frequencies can be perceived as coming from above and lower ones from below. Reverb and reflection can also be used to control this along with complex and carefully applied comb filtering.

    These methods in combination therefore can be used to create a pseudo-3D space with just two speakers and are common mixing practice.

    Some articles that might help:

    http://www.askaudiomag.com/articles/creating-a-3d-mix-with-two-speakers

    https://www.soundonsound.com/sos/feb09/articles/deepspace.htm

    There are other sources, time is limited right now. If I find anything else easily to hand I'll augment.

  • Well I have analog equipment and so I'll record at 88.2K to my DAW. I'm surprised that Apple will have iOS support 96K but not 88.2K. At any rate I hear it's not so much an issue any more going from 96K to 44.1K with modern SRC. Trying to work audio all in 96K on an iPad is going to be difficult, but fact is most of us have DAWs on Mac or PC that we do the bulk of our work in anyways. So why higher audio fidelity in iOS music production apps? Well because we can bring those sounds into our Mac or PC DAWs which can handle more than our iPads. We have some really nice synths for iOS, outputting 44.1K/16bit is a crying shame I say.

    To note, in Ableton I'll work out all my ideas in 44.1K first to save on CPU and then when I am ready to commit I'll bump up to 88.2K to record and mix. At that point I am dealing with audio files and only FX plugins and I can bring my buffer up.

  • @Holiday said:
    Well I have analog equipment and so I'll record at 88.2K to my DAW. I'm surprised that Apple will have iOS support 96K but not 88.2K. At any rate I hear it's not so much an issue any more going from 96K to 44.1K with modern SRC. Trying to work audio all in 96K on an iPad is going to be difficult, but fact is most of us have DAWs on Mac or PC that we do the bulk of our work in anyways. So why higher audio fidelity in iOS music production apps? Well because we can bring those sounds into our Mac or PC DAWs which can handle more than our iPads. We have some really nice synths for iOS, outputting 44.1K/16bit is a crying shame I say.

    To note, in Ableton I'll work out all my ideas in 44.1K first to save on CPU and then when I am ready to commit I'll bump up to 88.2K to record and mix. At that point I am dealing with audio files and only FX plugins and I can bring my buffer up.

    I'm gonna save you a lot of time and heartache. If you have the means capable to stay on your Mac, DO IT! If only for your workflow sanity. I've been asking for higher bit resolution from the very first month that Audiobus came out. To be fair, their app is one of the best, stable apps out there compared to a lot of half assed apps that have come out but from a biz perspective, there's no demand for higher fidelity from the majority of the ios user base. It's not like Ableton users or Logic/Pro Tools where more people care about it. Not sure what kind of music you are making because if it's rock, indie, maybe not so much a concern (but then I'd be particular about using tape but that's just me) but if it's electronic music that you hope will be played over a very loud sound system, fidelity does matter if you can control it. I'm gonna guess 99% of people here (myself included) have not had their tunes played on a massively loud soundsystem at a big club or festival so can't give you a good reference. ios is still very much in development and i love it, but just know it's limitations so you don't waste time asking for something that isn't ready yet.

    peace

  • edited March 2015

    For anyone reading this thread..
    And needing to hear instead! :-)

  • iVCS3 can output 48K/32bit. Which I think makes it the highest output render of any iOS synth.

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