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.

Samplr Auv3?

2»

Comments

  • @jdss13 said:
    I see Samplewiz 2 also on sale, do these apps compare?

    No. Watch Samplr videos. There is nothing like it.

  • @klownshed said:
    The workflow couldn't be easier. You can drag anything from Logic's arrange window into a blank area in the tracks list and create a new Sample Alchemy instance with the audio from the region ready loaded to play. The region could be MIDI or Audio.

    Is that just desktop, or does the same behavior also work on Logic for ipad? Thanks.

  • edited November 2025

    It's inter app audio. It'll work in AUM but only one instance of it. And from my experience, you have to really monkey around to get it to load up in your saved project. So many times I'll have to force close Samplr and AUM, then open Samplr right before opening AUM, and only then will it load up in the project without crashing.

    That said, once it's open in your project file, it works great. Although I seem to have ran into a bug with Samplr's arpeggiator, when recording the movements, it'll be fine as recorded, then the next time I open it in AUM, the timing will be off (an extra beat of silence instead of the original seamless arp) but once I re-record the arpeggiator movements, it's fine and won't lose timing again.

    4.99 is a great price, I paid 19.99 and that's a solid price too. I'm not too sad that I missed the deal, at least I got Borderlands when it was on sale. You win some, you lose some.

  • ohh boy, I tried to scroll through some of the built in Samplr demos but got lost jamming w/ the second or third one, I think this app's also a time machine. And although not AUV3 it seems to work seamlessly through Loopy Pro as an IAA and it also easily syncs w/ its clock. Midi keyboard also works great and is velocity sensitive right out of the gate.
    Definitely a must buy, no doubt. I'd love a future proof surprise update w/ auv3 support and odd time signatures and divisions (triplets, etc).

  • wimwim
    edited November 2025

    @supadom said:
    What I’m experiencing is baffling from user’s perspective.

    If Samplr has midi input port called Loopy and Loopy has on its destination list Samplr I expect any logically thinking person would use those for communication between the two. That’s all.

    I think most of us have tripped up on that. The two ports have to agree. If Loopy is sending on it's Virtual Out, the the other app has to listen to Loopy. If Loopy is sending to Samplr, then Samplr needs to listen to its own virtual in port, not to Loopy. The same is true for other apps. It's not particular to Loopy, it's an Apple Core MIDI concept, and it is confusing.

    I think what @espiegel123 is saying is it should in theory work to send clock from Loopy to Samplr. When set that way, Samplr should listen on its own virtual in for clock, but apparently doesn't do so. So it needs to be set up to listen to Loopy, and Loopy needs to send to its virtual out, as you've found.

    That's a long way of saying ... yes it's unintuitive, but no it's not unexpected. That's the way core MIDI works.

  • @wim said:

    @supadom said:
    What I’m experiencing is baffling from user’s perspective.

    If Samplr has midi input port called Loopy and Loopy has on its destination list Samplr I expect any logically thinking person would use those for communication between the two. That’s all.

    I think most of us have tripped up on that. The two ports have to agree. If Loopy is sending on it's Virtual Out, the the other app has to listen to Loopy. If Loopy is sending to Samplr, then Samplr needs to listen to its own virtual in port, not to Loopy. The same is true for other apps. It's not particular to Loopy, it's an Apple Core MIDI concept, and it is confusing.

    I think what @espiegel123 is saying is it should in theory work to send clock from Loopy to Samplr. When set that way, Samplr should listen on its own virtual in for clock, but apparently doesn't do so. So it needs to be set up to listen to Loopy, and Loopy needs to send to its virtual out, as you've found.

    That's a long way of saying ... yes it's unintuitive, but no it's not unexpected. That's the way core MIDI works.

    Makes sense. Thanks for laying it out so succinctly.

  • @brisket said:
    It's inter app audio. It'll work in AUM but only one instance of it. And from my experience, you have to really monkey around to get it to load up in your saved project. So many times I'll have to force close Samplr and AUM, then open Samplr right before opening AUM, and only then will it load up in the project without crashing.

    That said, once it's open in your project file, it works great. Although I seem to have ran into a bug with Samplr's arpeggiator, when recording the movements, it'll be fine as recorded, then the next time I open it in AUM, the timing will be off (an extra beat of silence instead of the original seamless arp) but once I re-record the arpeggiator movements, it's fine and won't lose timing again.

    4.99 is a great price, I paid 19.99 and that's a solid price too. I'm not too sad that I missed the deal, at least I got Borderlands when it was on sale. You win some, you lose some.

    I had these problems in the past but for some reason now, in loopy pro, Samplr loads correctly, without spinning circles and other shenanigans. I was very pleasantly surprised. I have no idea what’s changed.

  • Samplr IAA is opening no problem at all for me in AUM fwiw

  • @Blipsford_Baubie said:

    @klownshed said:
    The workflow couldn't be easier. You can drag anything from Logic's arrange window into a blank area in the tracks list and create a new Sample Alchemy instance with the audio from the region ready loaded to play. The region could be MIDI or Audio.

    Is that just desktop, or does the same behavior also work on Logic for ipad? Thanks.

    Works on iPad too:

    https://support.apple.com/en-gb/guide/logicpro-ipad/lpip95ba56b7/ipados

  • I’ve downloaded it anyway.
    Great sound.
    I could always record on my cassette recorder if it fails to cooperate with other apps. 🙂

  • edited November 2025

    @klownshed said:

    The workflow couldn't be easier. You can drag anything from Logic's arrange window into a blank area in the tracks list and create a new Sample Alchemy instance with the audio from the region ready loaded to play. The region could be MIDI or Audio.

    Never been able to get this to work. It says drag sample but then either creates a new track that’s just audio or doesn't import into a preloaded sample alchemy or quick samplr.
    It’s one thing I really hate about logic because I hate the amount of bouncing down I have to do if I want to change audio in more than one way.

    I’ve ended up just exporting to a specialised folder but breaks my flow.

  • Samplr is a classic, sure no AUv3, but its a powerful app, and is top notch in terms of making use of the touchscreen interface. If you like playing with samples, for $5 it’s definitely worth it. Please see the Tube to confirm you like it.

  • @squeals said:

    @klownshed said:

    The workflow couldn't be easier. You can drag anything from Logic's arrange window into a blank area in the tracks list and create a new Sample Alchemy instance with the audio from the region ready loaded to play. The region could be MIDI or Audio.

    Never been able to get this to work. It says drag sample but then either creates a new track that’s just audio or doesn't import into a preloaded sample alchemy or quick samplr.
    It’s one thing I really hate about logic because I hate the amount of bouncing down I have to do if I want to change audio in more than one way.

    I’ve ended up just exporting to a specialised folder but breaks my flow.

    I don’t have an iPad handy so can’t check. Not sure why it wouldn’t work. It works perfectly on Mac where you also get options to create in the Sampler as well as quick sampler, alchemy and alchemy sample. I do this all the time.

    What should also work is to make a new track, load an alchemy sample instance then drag a region into the alchemy sampler plugin. You don’t need to bounce then. I’m pretty sure that should work.

  • Does anyone know of or have a manual of Samplr beside the youtube tutorials?

  • @klownshed

    What should also work is to make a new track, load an alchemy sample instance then drag a region into the alchemy sampler plugin. You don’t need to bounce then. I’m pretty sure that should work.

    Nope tried this as well.

  • @squeals said:
    @klownshed

    What should also work is to make a new track, load an alchemy sample instance then drag a region into the alchemy sampler plugin. You don’t need to bounce then. I’m pretty sure that should work.

    Nope tried this as well.

    It should.

    From the manual:

    Dragging an audio or software instrument region or cell, an audio file, an Apple Loop, or a sample to the area below the track headers creates a new sample-based software instrument track. When you create a track by dragging one of these items, you can choose whether the track uses a Quick Sampler or Sample Alchemy instrument plug-in or a Drum Machine Designer track stack. When Quick Sampler is chosen, it uses the Optimized setting. When Sample Alchemy is chosen, it uses the Granular setting. When Drum Machine Designer is chosen, the material is analyzed to determine if it can be sliced. If so, a MIDI region is created that triggers the slices.
    When you drag an audio or software instrument region or cell to the track header area to create a track, the region or cell is bounced to an audio file, which is then used by the chosen instrument plug-in on the new track (the bounce includes all effect plug-ins on the track containing the cell or region). When you drag an audio file, a loop, or a sample to the track header area to create a track, that item is used by the chosen instrument on the new track.
    You can also create a new track by dragging an audio file, Apple Loop, or sample to the area below all existing tracks in the Tracks area. When you drag an audio file to the area below the existing tracks, an audio track is created. When you drag an Apple Loop, a track of the corresponding type (audio, software instrument, or Session Player) is created.

  • @Meek3 said:
    Does anyone know of or have a manual of Samplr beside the youtube tutorials?

    Just something simple like which knob does what.
    The info on their site is very little

  • @Meek3 said:

    @Meek3 said:
    Does anyone know of or have a manual of Samplr beside the youtube tutorials?

    Just something simple like which knob does what.
    The info on their site is very little

    Tap the button with a '?' symbol in the standalone app

  • Ofcourse. Thanks for the tip.

  • @klownshed yeah, it even says the same thing in the app when you hold on a sample to drag it. It even has the + sign to add to an already made sample instrument if you create it first. But whatever way I do it, the result is a big nothing :(

    Not a big thing, but just annoying.

Sign In or Register to comment.