The live looper

Base loops, overdub passes, Flashback, camera tiles, and voice control.

Press Loop (free) or Loop (clock) and you’re in a looper session: lay a base loop, then layer passes over it. Each pass is auto-panned across the stereo image so the stack stays wide.

The controls live on the canvas — progress ring, pass chips, undo, ×2 / ½ to double or halve the loop length, and adopt loop tempo to make the project follow what you just played.

Passes

Enter is the single press: mark the base loop, then arm the next pass. Shift+Enter ends the session. Both gestures are MIDI-bindable, and so are undo and the two loop-length changes.

Undoing a committed pass fades that layer away over a short beat rather than cutting it silently, so your ears can tell immediately what left the stack.

Chops you play inside a recorded or Flashback cycle commit with that pass: their audio and video start repeating on the same live boundary, then arrive in the capture editor at the same loop phase. The handoff should sound and look like the loop you were already performing — not reveal a layer that was silent live.

Flashback

Press Loop (free) once and the loop cycle that just went by — the one you didn’t record — is pulled out of the rolling buffer and joins the stack at the next boundary, in phase. Double-press instead to arm a newly recorded pass.

The take you didn’t decide to keep is not gone.

The camera is in the loop

With the camera enabled, every pass records a video tile alongside its audio, arranged on the canvas as the stack grows. Loop yourself into a one-person band, visibly.

The grid packs videos around the center and chooses rows or columns from the camera and canvas proportions, including vertical stacks for landscape cameras on a portrait canvas. In Settings you can choose a fixed layer count instead; its slots are reserved up front, and filling the final slot finishes the session.

The centered control cluster at the bottom of each camera tile gives mute, volume, per-cycle attack, and pan. The live stage keeps new passes on top while you perform; depth is editable afterwards in the capture editor.

▶ capture needed
~30s: base guitar loop, two overdub passes with camera tiles stacking on the canvas, then a Flashback pull of a missed phrase.

Starting from a clip

You can start a looper session from an existing mapped chop. Its audio and picture become the fixed base immediately, and its picture takes the first tile in the same layout as a recorded base. The input ring stays available for the next layer, so you can record a new pass or pull one back with Flashback.

In the capture editor that base stays a repeating tiled video layer, rather than appearing only while its original trigger event plays.

Voice control

Spoken control of the session gestures is available as an optional, off-by-default third input alongside keyboard and MIDI. Turn it on in Settings and pick which input it listens to.

The vocabulary is fixed and every phrase takes a carrier word:

SayDoes
chopper, nextArm the next overdub pass
chopper, previousFlashback — pull the cycle that just went by
chopper, undoRemove the last committed pass
chopper, double / chopper, halveChange the loop length
chopper, endEnd the session
chopper, cancelTake back a command that’s still pending

The carrier word is mandatory, because bare “undo” and “record” are exactly what a room of musicians talking produces.

A recognized command renders pending first — what was heard, what it will do, a countdown, and a cancel — and settles just before the next loop boundary. Escape, any pad trigger, and chopper, cancel all take it back. Ending a session always shows that confirmation, even with the confirm window turned off, because it’s the one gesture you can’t undo.

This works for the looper and only for the looper: every gesture it drives is either retrospective or boundary-quantized, so recognition latency lands inside slack the design already has. Pad triggering has no such slack, which is why voice can’t reach it.

Finishing a session

The handoff opens with a session summary, a focused take-name field, and direct Arrange, Play, Bounce, Separate, and Discard actions. Camera videos appear in their canvas positions as they become ready; a “Loading video” placeholder holds each video’s shape during preparation. The Loop view can play while the full Performance video finishes preparing.

  • Bounce creates the summed loop.
  • Separate creates one clip per recorded pass over the selected window, ready to remix from the pads.
  • Arrange opens the capture editor.

With a project tempo set, the editor’s timeline ruler and lanes show the bar-and-beat grid as well as loop seams.

Continuing later

A saved looper session can be returned to the live looper as a branch — its committed layers become the checkpoint you overdub onto. Undo removes only work added in the continuation, so undoing the last new pass leaves the inherited layers playing rather than resetting to silence.

Once a session is finished and ready, it can also become a Section on the Song Board.