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Comments
Would be great to have random (S/H and integrated S//H) waveform for the LFO...
Yeah not sure that will work in AUM. I was more alluding to how to bring up the Import function via the AUM setup.
Maybe a bit late to the party but what a work of genius, sounding great off the bat, which is what previous grain based apps have somewhat failed to achieve for me. Props to the dev, really looking forward to getting into this one, right up my street.
@eross. You have some reading to do!
Yes, those issues were discussed a’plenty in the previous 14 pages. The dev is on, but it may take a minute to get fixed. Most issues are in this thread, take a look. Should be easy to find the known bugs, they were talked about quite a bit. Just skim through and read the juicy bits.
Use the AU version. Send your LFO or whatever to MidiControl in AUM.
When you open MidiControl, and the section for your Channel/Track, you should find the parameters in there. I think this works for AU parameter control, but to use Note input to play a tune, you would have to connect to a midi port for the app in the MidiMatrix.
Now, who has deciphered these funky parameter names? I don’t wanna have to do trial and error to figure it out!
Thanks, CP. Will give that a go later. Waaaay too hot in the UK at present. Too hot to think.
BTW, using this app produces sounds that almost simulates what it must’ve been like to be in Pink Floyd, just before Dark Side of the Moon.
@DCJ , you mean you didn’t make it to the end of my post to see that i was making fun of my own todo list? You just got all offended and stopped right after the last item. I didn’t feel like being eloquent, i felt like being funny, ironic....what ever.
Like another commenter posted, these are the top 4 requested fixes for the next build. In my opinion, the 4 on my list are what I believe every music app must ha e before being put out into market. It is funny to me that this is not always the case...hence the todo list and my remarks afterwards. So, I’ll pass the chill pills to you, to take.
I’ll give you this though, you’re so right, I need a proof reader. Good catch! Check out how I edited my original post.
Yeah, I am still blown away be the sounds coming out of this amazing wonder. Then I remember it was three stinkin’ dollars, and I need to slap myself to make sure I am not hallucinating again.
@CracklePot excellent! I keep forgetting all the great midi controls in AUM too. Rozeta LFOs work great on the AU of SpaceCraft. Thx!
Anytime, bud.
lol yep, sometimes i just skip to that
last page of the thread. guess i need to stop skipping ahead. thanks 😀
So saving imported audio os not an easy task to program in.
Might I suggest putting that on the back burner and focus on first true audioshare intergration first?
The ability for musicians to access their audio files to use in Starcraft is really to most important task or fix for your next build. All pro users on here use audioshare. Why? Because it just works. If we had an option to go straight to audioshare we can preview the wave/loop to be used before importing, make any preedits in audioshare and finally bringit into your app. I know, it’s boring, but this is what I mean by laying down the foundation. Also what a user records needs to be sent directly to audioshare for later use.
If you only have the space and time to work on one of the top fixes for the next build (audioshare, IAA, save project) because your app is dependent on samples and waves, audioshare integration needs to happen FIRST!
The next fix after audioshare would be true IAA for both instrument and FX.
Everything after that is gravy.
This is what I know so far:
lenV and sepV control Grain Control x-y.
posX controls position of playhead in entire timeline.
prsG controls gain in timeline.
posM controls LFO horizontal
lfoP controls LFO vertical
mcpX and mcpY control ring mod
filC controls reverb/filter horizontal
revC controls reverb/filter vertical
I'm just travelling home from work. I'll confirm the params when I get home.
Thank you very much! Glad you are on the case.
Thank you, again. Can I call you Captain?
“You assigned a todo list and tried to back pedal in the very same post”
Your attempt to make fun was acknowledged. You were rude in another post so your tone shift towards humor doesn’t register that well. I agree with your request, but your approach just plain sucks.
But I’ll leave it alone for now.
So, after finally opening this and realizing how amazing this is. I think I want to take this up into the mountains this week. Since so many people have been draining their batteries while getting lost in this app it seems, how is the battery drain compared to normal use of other apps? Thanks. I have a small solar panel to power everything, so battery drain is a concern.
I haven’t noticed any heat or drain issues yet, but I will pay more attention to that and let you know if I notice anything.
I’ve had a little bit of heat - but everything seems to have that effect on my Air 2 these days, but CPU and battery usage is pretty good
Hello chaps, you should be able to update to v1.0.1. It's really boring, it just means that if you have icloud drive disabled it will give a dialogue explaining that you need to enable it. This will avoid newcomers tripping up on this! (sorry to those who have so far!)
So now, as far as I know, in standalone mode SpaceCraft has no known bugs.
Now, onto this AU business...
Tonight I'm going to look into the parameters for AU. I've heard reports that if you go in playing with the parameters the app can crash, this doesn't surprise me. I will remove all the parameters that you shouldn't have access to and rename the good ones so that they are intuitive. Kind of a boring change but I will prioritise anything that can cause a crash.
SpaceCraft was really intended to be used standalone, but I've been inspired by your enthusiasm and positive feedback to try make this all work in the AU ecosystem.
Audioshare FIRST please!!!!!
Sorry SMK, I will get to that eventually, but gotta follow my instincts!
Thanks for your post earlier regarding the 4 points! I've been given some names of people to contact regarding Audioshare. I honestly don't know how feasible it is to get that kind of full integration with JUCE framework at this point.
I should add too that you can actually load and save files from Audioshare if you use the in-app Load Audio File and rec buttons.
Awesome! You are doing a great job! Everyone is very excited with your app. Most of us will be patient ✌️
I’m not seeing any updates yet at US store..... does it take a while to show up on there?
It usually sits in review with Apple before it gets unleashed. So maybe today, but sometimes a week or more sitting in review.
It's really important to me that the original design adn feelof Spacecraft doesn't get distorted. I spend ages tuning the interface and limiting myself to the essential components, so called 'opinionated design'. That's why there is only one pre-mapped LFO etc.
Saying that I totally see how making the AU interface work will open up a universe of options for external manipulation of Spacecraft (like the Rozeta LFO mentioned before) for those so inclined, such as yourselves. In fact, I used this very approach for the prototype for Spacecraft years ago (a Reaktor version essentially) which used Reaktor blocks to drive the modulation of parameters. I will make sure that the AU access to parameters is robust, observe how people are using it then decide where to go from there.
I also wanted to say that at the end of all of this, Spacecraft will look and feel as it does now. I decided today that the AU oriented features will mostly (or all) be contained within a single 'Advanced settings' pane (for you guys!) so that the rest of the app is unaffected. I thought it would be nice to have the advanced settings button appear next to the settings button after you tap settings, that way you could do two quick taps and be right into advanced settings pane!
@eross the status is ready for sale (v1.0.1) so you should see it eventually; however, there's nothing to get excited about, all it does is give an instructions dialogue for those who have icloud drive disabled. The current status remains that you need iCloud drive enabled in order to load/save files.
oh ok.... i can’t wait to load in my own samples. hoping it’s soon