LoopMuse

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The latest version is LoopMuse v1.03/1.04, released on 04/04/20.

LoopMuse v1.03/1.04 - Windows (1.03) - OSX (1.04) - Linux (1.03)

04/04/20 - 8 years later...I've updated the OSX build to v1.04 to hopefully actually work this time.

11/20/18 - 6 years later...LoopMuse lives! I've successfully updated LoopMuse as well as its dependencies and recompiled for all platforms. Enjoy!

Description

LoopMuse is a loop-based point-and-click step sequencer. Choose a chord progression and click on the "SoundPads" to sequence music according to the selected chords. The y-axis controls pitch, while the x-axis controls volume.

The initial idea of LoopMuse was inspired by AXE, a Nintendo DS homebrew app made by DJ Tepples. You can download AXE for homebrew here, or watch a video of it in action here.

LoopMuse was initially done as an open-ended final project for a music class.

Features

-Cross-platform

-Sequence 10 tracks live!

-Choose from a variety of chords to make a 4-chord progression, spanning 16 bars--your sequenced music will automatically adapt to each chord!

-Easy point-and-click interface! Left-click to enter notes, right-click (or shift-click) to delete.

-Timing window allows you to place notes even if you click a little bit after the beat.

-Echo effect on the treble synths.

-Metronome for when you're first laying down your loop.

-Authentic chiptune waves ripped straight out of Famitracker and LSDJ!

-Adjustable audio buffer size (lower = better latency and timing, higher = less chance of underruns).

-.wav file export--record your loops live and show them off to your friends!

Known Issues

-The .wav file writer outputs a debug message to stderr whenever a new file is created.

-Higher buffer sizes cause timing inaccuracies.

-Bug that causes LoopMuse to fail when trying to open the audio device in some cases.

-Linux version suspends pulseaudio and connects via ALSA directly instead.

Frequently Asked Questions

Q: What class was this for?

A: Stanford's CS476A/Music256A class, titled "Music, Computing, and Design I".

Q: Where are the .wav files outputted to?

A: The same directory that the executable is in. For Windows, this means LoopMuse.exe, for Linux this means LoopMuse, and for OS X this means the LoopMuse.app package (this is why you should move the entire LoopMuse folder to your /Applications directory).

Q: (Linux) Where can I find the SDL libraries?

A: Most package managers should already have them available. You'll want the following packages:

SDL2 (libsdl2-2.0-0)

SDL2_image (libsdl2-image-2.0-0)

SDL2_ttf (libsdl2-ttf-2.0-0)

Alternatively, you can grab them from these links:

SDL2 - https://www.libsdl.org/download-2.0.php

Q: How did you make LoopMuse?

A: Short answer: C++.

Long answer: LoopMuse is programmed in C++, and uses SDL2 with OpenGL. SDL2_image and SDL2_ttf are used as extension libraries, along with the C++ Synthesis ToolKit. The Windows build was developed in Visual Studio 2010, but the release build was compiled using MinGW. The Linux build was compiled with g++ under VMWare running LUbuntu. The artwork is either procedurally generated or created in GIMP. The menu theme and chimes were made using FL Studio. The in-game drum samples come from the TR-909, and the synthesizer waveforms were ripped from FamiTracker and LSDJ.

Q: Is the source code available?

A: LoopMuse is currently closed-source.

Q: Can I redistribute LoopMuse?

A: Please just link people to this page instead.