The latest version is LoopMuse v1.02, released on 3/28/12.
LoopMuse v1.02 - Broken =(
2/25/17 - Loopmuse is super legacy code and is a pain to even attempt to fix compilation due to weird dependencies (i tried). Unfortunately I don't seem to even have the v1.02 binaries anymore, but I at the very least have v1.00. Sadtimes.
10/3/12 - The OSX build has a dynamic library link bug that prevents it from starting correctly. I'm working on getting this resolved, but for the time being, it's possible to make it run by copying the SDL, SDL_image, SDL_mixer, and SDL_ttf frameworks into /Library/Frameworks.
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.
-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.
-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!
-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.
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).
(Linux) Where can I find the SDL libraries?
Most package managers should already have them available. You'll want the following packages: libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0
Alternatively, you can grab them from these links:
Q: How did you make LoopMuse?
A: Short answer: C++.
Long answer: LoopMuse is programmed in C++, and uses SDL with OpenGL. SDL_image and SDL_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 Ubuntu. 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.
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