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
Saving your session in AUM also seems to save the state of the Rubato demo, which solves the ‘can’t save your presets’ problem. Just saying!
I also think iOS apps are priced a bit too low.
That said, honestly iOS is NOT desktop. Logic Pro for iPad do NOT have the same functionality as Logic Pro for MAC, and also the other DAWs do not even come close to any decent DAW for desktop, partially because there is less development, partially because it's obviously too hard to do everything without a mouse and a keyboard so it's normal to have an "easier"/stripped down version of the same apps that will just work with a tablet.. so I also expect to have such apps a price a bit lower than their desktop counterparts (how much lower I can't say).
Also, I feel like the Apple Store is too volatile at the moment. Apps are disappearing from one day to another and that is completely unacceptable. While apps also stop working on desktop, this doesn't really happens so frequently and often you can find some workaround to make them work again. This it's not really comparable to iOS where they can break at every major iOS upgrade and you can do nothing about it or disappear just because Apple, laws or whatever said so.
If price increase means the devs will take future development seriously, I'm all in for price increase, but except for some very committed and capable devs this doesn't seem to be the the standard.
I missed this bit: “ Mac support coming soon.”, which explains why it doesn’t load in Logic or Live.
So hopefully ‘soon’ will be before the price increases.
I came up with a Manuel Göttsching style riff after tinkering for just a few minutes, so it’s an impressive app. But it does have a particular vibe to it - it’s not going to be a bread & butter ‘go to’ sequencer, and for that reason I can’t justify £80, or even £60 for an app I’d use only occasionally.
This is a £29.99 app all day long, and at that price I’d get it. But with proper Mac support.
Nah different company. I’m talking about the one that sells a desk for 50k.
Yep, all the above. Desktop plugins usually have a resale value. Eurorack, though seemingly expensive, can be less expensive than being an iOS appoholic, if you buy second hand, as you could basically sell for the same price you paid. Deciding whether a bit of gear or an app is expensive or cheap is a much more complex thing than just a shallow analysis of comparative pricing would suggest. That's why it's great that this app's pricing is providing such a fertile ground for this much-needed discussion
I wonder if this price is only going to be in place for a few months to hoover up the early adopters who really want it, and will then be lowered to a more reasonable level. Maybe it's even just an experiment to see if the market will bear it - if it's hardly selling, then this will almost certainly prompt a change, right? While the app has apparently been in development for 8 years, this definitely won't have been full time! Man has to eat...
Yes, price comparison with Koala is not very appropriate in my opinion.
A. Koala is arguably grossly underpriced, even if very profitable.
B. FM Rubato is a much nicher product with far smaller potential market share
Interesting app, but at that price it's slightly over 15% of my annual app budget so that's a no from me...
Let the developers price their apps at the price they think is fair. We all know the realities of iOS app making, you only have to go hunting on this forum for a few threads that discuss this kind of thing in great detail to gain an understanding. I dare say the majority of app makers on this platform have to supplement their work in other ways in order to put food on their table as well and to support their families.
Definitely. Sometimes people act as though an app's high price is a personal affront. Let devs price their apps as they wish, let buyers decide what to buy. Still all very interesting to discuss
Rubbish,
You just kiss developers arses because it keeps you in the limelight.
The iOS music production scene is dying because of these prices.
Media like Sonic State used to rave about the possibilities of the iOS production world.
It used to be affordable, very punk like. Very exiting.
And in commercial studios , ( which I work in every day ) you used to see iPads )
I never see one now.
The apps are over complicated , mostly due to this forum whining for new feature after new feature which makes the apps unusable in a busy time restricted studio.
Now the apps are far too expensive.
It’s a shame .
I don't kiss devs asses to stay in the limelight, that is an unfair characterization and needlessly insulting. My videos speak for themselves in this regard, so if you don't see that, I have no intention of discussing it further with you. No other YouTuber in this niche gives as much constructive criticism about apps as I do.
I have already said also that I think this app is not realistically priced, but it is the dev's right to price it as he wishes. It is your right to think it is overpriced and not to buy it and to complain about the pricing if you wish. My point about koala pricing not being an appropriate comparison stands.
As to why the iOS app scene is not thriving, there are many reasons, high pricing is not among the most important in my view. Apple dropping the affiliate program had a far more devastating effect, as it led to far less coverage of iOS apps than desktop apps. Big sites like Sound on Sound had much more incentive to cover iOS apps when there was an affiliate program. Once that was dropped, why would they bother? If they are driven by the need to make a profit, why would they put an article about an app with a link they can't profit on, when they could put a link to a desktop plugin with an affiliate commission instead? The same problem caused the number of YouTubers covering this niche to drop drastically when the affiliate program was dropped.
Other issues include serious lack of innovation in this space in recent years. Part of that is devs' fault - most are too stuck in the hardware or desktop paradigm to have the imagination to create interesting touch-centred apps. Or they might have the vision but lack the technical skills to achieve it.
And in fact, low pricing is also part of the problem. Why should good devs stick around in a niche where the market is tiny but people expect rock bottom prices? Answer: most don't, they move on.
..
"little" does not apply here, otherwise I would consider.
Wow, you're pretty full of yourself aren't you.
practical question:
anyone tried it with an external gear/synth/sampler?
does it send midi flux properly outside the iOS?
thnx
Nah, there was an iOS hype, then there was a eurocrack hype and now there is something else coming. Seems like people want multichannel stuff now. The iOS hype is long gone, buddy
Can FM Rubato do MPE style note slides and pressure and add expressive styles ? I’m not really getting this slide functionality and what it brings to the party in terms of note expressiveness or is it just a timing thing ?
👍
And the modesty award goes to... Jokes aside, how do you know? Do you follow and watch all of your fellow YT'ers? That got to be time consuming. Haq is very good at it and you are as well, but, to state it yourself: nah, not very pretty imo.
Usually a bundle will not be less than the new app alone. So you only get a discount, if you bought the classical version at mostly full price.
Tbh, I used to watch fellow YouTubers years ago, now very rarely and usually just in small chunks. This, generally though, is the feedback I get from people. Anyway, it's not a competition! My only real point is that I am very critical. Also: if I don't like an app, I don't make a video on it, so the vids I do make are also not fully representative of my feelings about the scene as a whole.
Another factor: critical comments are usually near the end of my vids, and many viewers, most, never make it that far
What the hell is going on here? I've just woken up from a prolonged coma into which I fell in 2012 after buying Different Drummer for 299 USD. Did the pricing model change ?
the price tag is heavy. but at least he does, what most developers don't.
giving a demo version on testflight.
for that alone i think about buying it.
and yes, its a hell of sequencing fun, unmatched.
Well, I moved on, but fwiw... I came back
Not saying I'm a good dev, by any stretch of course. 
In my limited experience, it's a bit more complicated than market size. The desktop market is much bigger, potentially more lucrative, but massively more competitive because of that. And this is especially challenging if you're an indie / one-person shop like me. For desktop, to be heard above the noise, you need a decent marketing budget, which includes paid promotion for YT videos etc., etc. Plus if you distribute through a 3rd party, you're in discount-war hell - just look at Plugin Boutique or similar...
FWIW, in the first month of launch, my two latest $3 synths have typically made more than my $30-50 desktop plugins have, in the first three months of their launch. Sadly, we're still not talking a lot of money here, but still, you can see why this tiny niche market, for now at least, is working out better for me. One explanation could be that the iOS playing field is a little more level simply because it's not as lucrative as desktop which keeps the big boys, for the most part, disinterested.
On a purely hypothetical pricing strategy question (ahem...), as you may know, all of my new mini apps are universal purchases across iOS and macOS. I think if I were to do something bigger, I'd consider separete prices for each platform, then a bundle deal for both - pretty sure you can do that. Something like iOS $15, macOS $30, bundle deal $35. That said, as has been noted earlier, it's entirely up to the developer, so I'm totally neutral on, and respectful of, what other devs decide to do
"It was May 2025 where HE released a new app ...and so the war began."
This looks great! It's cheaper than most desktop plugins, and also comes with a standalone app and an iOS app!
The TestFlight trial is genius. I'm going to hook this up to my M8 this afternoon and see what kind of weird nonsense I can make in 15-minute chunks.
I respect every developer's pricing model, it's their right. 🤝
Why I think that 5-15€ (max 25€) is the right price for the AppStore AUv3s:
This
A lot of good points there
I'll never buy an app for that price.
Is takeamidi still only 2 bucks? Such a great app. The drag and drop into helium is super