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 StoreLoopy Pro is your all-in-one musical toolkit. Try it for free today.
Comments
Right. I would too, if, um, ...
Hey is there a manual somewhere for this?
as far as loops are concerned as the only building blocks, that's correct
but even your recorded material may have repetetive parts you might consider 'functional loops'
Takete has an instrument called 'Long Player', which could just play a 20 min file start to end
additionally you can mark up to 8 sections within that file, that are handled as loops
(regardless if there's a bar structure or not)
I haven't tried this out, but there might be an option to associate a (say) virtual kickdrum with such a section
once the playhead reaches the section, the kick starts and the beat modifies the video
(dunno modulation details, but from a technical point the sound of the drum might even be muted)
in case there is no such relation between items based on virtual playhead, you can still start the modifying audio part by hand - if it can't be muted there may be a non-disturbing frequency range for the trigger
the approach of the app is quite unique, takes some effort to get behind the control paradigm
certainly unfit for the just point-this-and-wipe-that enthusiast
cheers, Tom
What a thoughtful and informative reply, that helps me a lot, thank you very much.
70$ can + tax isn't what I would call a fair price for what that is, imho. I'm not into dev charity, no matter how much full time the dev is working on it. That said, I think that at a certain price point (lower than this), much more people would push the buy button, and if the thing is good, more people would talk about it, drawing more peope to buy and so on bringing more cash to the dev.
If it was £1 a bunch of people would buy it. Not get instant gratification ( it's a complicated app) deluge the dev with support requests and leave scathing reviews and one star ratings.
You should teach economics at a university! This is Nathan-level stuff here.
Similar to Lemur pricing I will consider personally.
What I am waiting for is the other one or two synths it going to develop, and with that Lemurized kind of pricing strategy.
that's correct - I'd rather call it a bargain
(supposed the developer did a proper job, which I cannot judge from an hour with 'Lite')
as already mentioned:
this is app is not primarily intedended to fool around, but as a serious performance tool with unique features
for those into that kind of performance, software can easily sum up to $500 and above
yet I don't know of any that intergrates synth and video processing that tight in a single application
it's not about charity - it's about respect...
there is absolutely no need that everybody has access to everything for (virtually) free
cheers, Tom
I think $500 might be a little too much. I'm working with VDMX on a Mac, which cost me like $200, and that gives me at least ten times the possibilities I seem to find inside Takete. I need realtime-audio-video-manipulation, and that not just on loops. Contrary to what the developer of Takete told me (months before it came out), it does not have realtime-reactive a/v controls. Some kind of Frequencies trigger some kind of movement in the videos, but that's about it. Long story short: if it does what you need, you might be willing to pay the price. I had a weird feeling communicating with the guy, and he didn't respond any longer, after I had questions about the price (just deleted my entry on his FBpage...). I told this story before, so I'll shut up now and hope, people will try to investigate these threads before purchase. Cheers to everyone, and if you have fun with Takete, go on having fun, to each their own...
$15 bucks is welcoming. Add one more synth, 20-25 is quite fair value.
well, that's the educational price, regular is $345
and you'd need some sound generator, too
valid point, I guessed a bit more from the description, and didn't examine the features in detail yet
(that's why I added the 'supposed the developer fulfills...' hint above)
I'm not going to defend him for just the case of being ambitous
but I can't stand price arguments like 'everything for 5 bucks for everyone'
in particular if they are extended with some 'but you'll sell a million copies...' bla bla
which is plain bs, proven by the click rates of the soundtestroom or other demo videos
my personal guess about Apple's share from music app sales is less than 5% of the shop's turnover
cheers, Tom
I'd guess even lower.
I just fixed this bug in Lite, there will be a new version available soon. It does work perfectly in the full version though.
@RefinedStTech
regarding sound to vision: is it possible (or intended) to have features like (say) envelope release alter pixel size in a video, link a specific clip to a loop in Long Play or a selected instrument, filter to colour or similiar ? (just to illustrate the strategy)
cheers, Tom
I guess, I'm not up to date with the pricing, then. Sorry
I think the automation you're thinking of (envelope to video parameter) is available using Touch controllers. The other controls will happen in the future. The main aim at the moment is to make everything more configurable. For instance the Touch controller should be able to control audio parameters too. MIDI type signalling could be used across the audio/video interface for more detailed control like you're describing. Email me if you want to chat more about this.
...some kind of mechanism shortens my comments everytime (guess I'm elaborating too much
I did write three times about not wanting to bitch around concerning pricing. I am happy with ios prices in general, and do like to pay responsible developers. I won't write it all down again, it gets deleted everytime... Cheers, t
not that I specifically need those features... but there's this value versus price argument
such functionality is a significant step up from 'average' - and accordingly justifies the pricetag
(in fact I had the impression something in that direction was already implemented)
if it's about midi control, one could use (say) TC-Data to sequence/control any synth and/or video app like the one @animal mentioned.
I always appreciate developers with non-average (but well thought and functional) solutions
the afforementioned TC-Date isn't elcheapo, but I'd pay 4 times the price easily
for it's outstanding features, not because I'm particularily wealthy...
you might adjust your strategy accordingly
be professional if that's your goal... don't just pretend it
this is a niche market anyway - no music app will ever have an impact like Angry Birds or chasing pokemons
Takete is way too complex for users who are just after enhanced entertainment for 5 bucks or so... and even those are too small in numbers to justify the work any 'serious app' requires
cheers, Tom
@RefinedStTech, if Takete is used as an Output slot in AudioBus; does that mean other AB apps can record directly into Takete; to be used as an audio loop? I tried to implement this function; but I could not figure out if it is possible. Will you be making a short video tutorial on these new features?
I was able to use Takete in the input slot of AudioBus, and it works well. It even syncs well with Link. This is great!
I was interested in this app. Took the time to read the manual, and made a few test videos with it, l
A couple of things killed it for me. First, it's very difficult to keep switching back and forth live or during recording between the audio control/fx/mixing panels, and those for video. It's very cool that you can do that, but in practice I found it extremely fiddly. And, I kept getting kind of a sameness to my recorded tests. Though, I'm assuming in time practice might alleviate that part.
Second, and the deal breaker for me, was that it only supports 1024x768 video. You can import in 4K, but it gets down sampled. Also, it's locked at 4:3 aspect ratio. If you're using HD source that's 16:9, it gets squished to 4:3 at 1024x768.
It's a very interesting app for sure, but it doesn't look like these output limitations have been addressed.
I'm guessing that if you're using this strictly as background projected during a live performance (as is its intended use), it might not be that big a deal to have your source video down sampled and squished, but if you want to record and maintain the integrity of your source, as do I, then I'll pass.
I did mention this to the dev and he said others had requested the same and that he might remedy that. From the description, it sounds like he did not on this update. Can anyone confirm otherwise?
@skiphunt, I prepare all my video clips at 1280x720, then import into Takete. It appears on screen as a squished 1024x728 display. When I hook up to Apple TV with AirPlay, I turn on the Screen/Mode in Global settings and choose 1280x720. It then displays on my HDTV in the original 16:9 proportion. Works good.
I have requested to Jonathan than it would appear in its proper proportion on the iPad screen when running the app; and also to be able to record the sequence to the Photo Roll in the proper 16:9 format. He is looking into that.
Well, then your 720p source is still getting down sampled. You're just stretching the squished 1024x768 back out to look accurate, but it's still been degraded.
He told me back in February he was "looking into it" too. I was hoping this update would've been where he improved that.
He also told me that it supports whatever iOS supports for input/output, which isn't true. iOS supports 4K. It will only import high res, but down samples it to 4:3 1024x768 for output. Squished if you're using 16:9.
I'm sure pushing around 4K data in the way Takete does, is likely too much to ask for 4K. But 1080p ought to be doable.
Guess I'll get back on the sidelines and see what the next update brings.
I bought the full version anyway.
Now trying to free up time to explore it in great detail.
The app is obviously unique and a true all in one musical and visual playground for the creative and intellectually curious. This app has all the nuance of modular synths and the flexibility of any IOS groovebox all under the umbrella of complete customization and personality.
I would just like to see Audiopaste and Audioshare really allow the creative juices to flow with this app.
I've given the idea hehind this app quite some credit in advance...
intermediate result by the 'Lite' version:
it's a way too premature release, which may severely spoil reputation - if not steered against
all (intended ?) cool features are kind of lacking, a lot of controls are obscure to operate
I know there's a hierarchy in signal flow/routing, but it just doesn't reveal during use
sorry to write this, but one has to face the facts
sack the whole thing as a concept evaluation and offer customers the 'real thing' once it's released
cheers, Tom
You can "open in" Takete from Audioshare
You can also AudioPaste. Though for some reason you seem to need to hit the edit button twice in order to see it. (Probably a bug methinks).
At rustik .... Takete has the iCloud file management package thingy which includes AudioShare. I dont have my ipad atm so cant be more specific but it has the option.
Ps Im very happy with my purchase. Go go Refine Team. you're the bomb
To the best of my knowledge the only way to get stuff from Audioshare into Takete is via the General Pasteboard.
Here's my workflow...
1. Make a noise/sound/loop in program of choice on iPad and save it into Audioshare using your preferred method
2. From within Audioshare, adjust sound to taste, ie trim, normalise, make into a loop etc...
3. Still within Audioshare, copy to General Pasteboard
4. Now from within Takete I can load the sample from the General Pasteboard
I'm having problems loading from iCloud, but that could just be me and my lack of experience with iCloud.
Willing to accept I'm very wrong, none the less.
DED