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Play Group Question

I have mutually exclusive play groups, each one represents a song part. I use buttons next to each play group to play each play group when pressed.

Sometimes I'll accidentally hit the button in one row to tee up the next play group to play after the current play group completes (Global clip settings has Play Quantization set to "Loop").

At this point, I'd like to be able to remedy my mistake by clicking the button next to the play group that I intended to hit in the first place and have that play group be queued up to play next and have the prior, accidentally triggered play group be de-queued as though it had not been triggered in the first place.

Not sure this is possible without jumping through hoops, or having other unwanted side effects, so figured I'd ask.

Thanks

Comments

  • @danm : see if adding a button with the Cancel In/Outs action solves your problem

  • @espiegel123. That works: adding an additional button w/ Cancel In/Outs.
    I guess if I wanted to incorporate this behavior into the existing buttons, I could add a swipe gesture or other gesture to each button that does Cancel In/Outs and that way I could do it from the existing UI w/o adding another button.
    Or can you think of any other options to build the behavior in to the existing buttons? Thanks

  • @danm said:
    @espiegel123. That works: adding an additional button w/ Cancel In/Outs.
    I guess if I wanted to incorporate this behavior into the existing buttons, I could add a swipe gesture or other gesture to each button that does Cancel In/Outs and that way I could do it from the existing UI w/o adding another button.
    Or can you think of any other options to build the behavior in to the existing buttons? Thanks

    I think those are your options. You could add a global swipe gesture to clips also

  • Sorry if this is a dumb question, but what happens if you trigger a cancel in/outs action and there are nothing pending to cancel? Would it screw things up if the scene buttons had first a cancel action, followed by the action you want to have happen.

    Apologies for asking rather than trying it out myself. I don't have the time to set up a test just now, but wanted to toss it out there in case it would work but hadn't been considered.

  • @wim said:
    Sorry if this is a dumb question, but what happens if you trigger a cancel in/outs action and there are nothing pending to cancel? Would it screw things up if the scene buttons had first a cancel action, followed by the action you want to have happen.

    Apologies for asking rather than trying it out myself. I don't have the time to set up a test just now, but wanted to toss it out there in case it would work but hadn't been considered.

    It only applies to count-ins/outs at the time it is executed

  • Actually, I think what @wim is suggesting is to add a "Cancel Count Ins/Outs" to each button press as the first action, whether it's needed or not.

    ie: each "Press" would have "Cancel Count Ins/Outs" then "Play Play Group X"

    This approach seems to work just as I'd hoped in my current basic setup.

    @wim wondering if this approach would cause any issues/side effects and as far as I can tell it doesn't, at least not yet in my basic config.

    So, @espiegel123, unless you're aware of some likely problematic side effect of just always adding "Cancel Count Ins/Outs" as the first action for my button presses, then I'll go this route as it means the buttons work just as I'd hoped and no need to clutter the UI with another button.

    But please let me know if you're aware of some side effect that I'm missing in the above scenario and I'll reconsider.

    Thanks to you both

  • wimwim
    edited March 6

    @espiegel123 said:

    @wim said:
    Sorry if this is a dumb question, but what happens if you trigger a cancel in/outs action and there are nothing pending to cancel? Would it screw things up if the scene buttons had first a cancel action, followed by the action you want to have happen.

    Apologies for asking rather than trying it out myself. I don't have the time to set up a test just now, but wanted to toss it out there in case it would work but hadn't been considered.

    It only applies to count-ins/outs at the time it is executed

    Exactly. If that's the case, then hopefully it will be harmless if there is nothing to cancel and do what's intended if there is. What I'm not clear on is if it really does do nothing if there's nothing to do, and doesn't throw off anything else.

    [edit] Seems as though it's benign. Hopefully there are no side-effects lurking somewhere.

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