Audiobus: Use your music apps together.

What is Audiobus?Audiobus is an award-winning music app for iPhone and iPad which lets you use your other music apps together. Chain effects on your favourite synth, run the output of apps or Audio Units into an app like GarageBand or Loopy, or select a different audio interface output for each app. Route MIDI between apps — drive a synth from a MIDI sequencer, or add an arpeggiator to your MIDI keyboard — or sync with your external MIDI gear. And control your entire setup from a MIDI controller.

Download on the App Store

Audiobus is the app that makes the rest of your setup better.

ChordPolyPad and StepPolyArp, two of my fav MIDI apps, are available for desktop

I just found out that ChordPolyPad and StepPolyArp are working on desktop.
Just thought I'd let you guys know. Probably most of you do already.
Is it the case for every IOS AU?

Kinda wish Apreggionome, Chordmaps2 and Fugue Machine would work on desktop too but nope. And of course I hope that we can use them as AU within Ableton soon. Though standalone is interesting in a way.


  • edited February 2

    Did you mean the ios versions in ios purchase history on the Mac app store are working? I just searched it in app store, clicked on the ios tab and there was no steppolyarp in search results for ios. So clicked over to Mac and it was there, clicked purchase thinking it would say "you've already purchased this" after clicking purchase, but nope. Thought he didn't have his apps native on Mac? He does though. I guess I just purchased it. ha. Already have more arps than needed on Mac...

  • edited February 2

    Ah sorry about that then! I had to buy it again too ; I think it has to do with how the app store is made, not his fault. I always have to type my password before I purchase anything, that's for having kids use my smartphone but it's handy

  • So is this a M1 thing?

  • edited February 2

    Are they working as AUv3 or VSTs?

  • Oh, great!

  • wimwim
    edited February 3

    They're in the App Store for non-M1 Macs as well. They're a separate apps from the iOS ones, so yes it's definitely a separate purchase.

    Apps that are universal (iPadOS/iOS/MacOS) indicate that they are below the app images in the MacOS App Store.

  • @auxmux said:
    Are they working as AUv3 or VSTs?

    They aren't showing up in Ableton 11 here on M1. I've rescanned and restarted Ableton and laptop. Standalone opens. Knew how the Mac store works with ios apps, but had a glitch multi-tasking forgetting what tab I'd opened 🙄

  • @wim said:
    They're in the App Store for non-M1 Macs as well. They're a separate apps from the iOS ones, so yes it's definitely a separate purchase.

    Apps that are universal (iPadOS/iOS/MacOS) indicate that they are below the app images in the MacOS App Store.

    how much is step poly arp in the mac app store for non m1?

  • @eross said:
    how much is step poly arp in the mac app store for non m1?

    $17.99 US.

  • edited February 3

    jason said:
    Unfortunately the Apple AppStore is not very well thought for making app bundles that work on the macOS.
    Only that iOS/M1 support thingy actually works, if the developer opted in.

    We have that problem, because we found that users with Intel architecture macs actually should profit from this too.
    So we prepared and compiled our products as universal macOS packages too (which b.t.w was quite a challenge to achieve compatibility with the audio units there) …
    These projects do have the same identifier.

    The problem now is, that, as soon we submit these macOS packages to the AppStore, making these releases available for Intel and Apple Silicon macs, suddenly ALL users, who profited from the packaged iOS/M1 release with the iOS purchase, then will no longer being able to install this on the mac! And more worse: They then must re-purchase! ^^

    Apple does not provide a mechanism for bundling this anyhow.
    So I fear this will (again) backfire to the developers. Because many users will become angry with this.

    Our (temporary) solution: Our universal macOS releases are currently free, which of course is no option for making any money and thus not applicable by most developers. And I fear, users must live with the problem, that the desktop releases of an app or audio unit are sold extra. Especially as long the complete transition to “all Apple Silicon now” lasts.

    Thanks for bringing this up, this is pretty major news, and needs more visibility throughout the community.
    We're in the process of adding intel compatibility by creating a Mac App store release, but this won't be a cakewalk then.

    Thankfully we already decided not to enable M1 compatibility for our upcoming project, in anticipation of something similar to this, but needing to re-purchase is a worse situation than we imagined.

    You probably investigated this in-depth, does that mean that you verified it that users were actually charged in the process? Our experience when enabling M1 was that a price was shown instead of "GET" for owners of the iOS app, and until the very last step, the flow appeared like a normal purchase - but right at the very end, the app store would inform the user that there was no charge.

  • edited February 3

    jason said:
    I am fearing to try out that in reality.

    But: If I pusch the publish button in the AppStore, i get a warning, saying that all (bundled) M1 releases now get invalidated and are no longer available to the users! ^^

    I mean otherwise this also would not make any sense. Because the prices for the desktop mac usually are fundamentally different (higher).

    But even if the same price, I fear, performing this potentially will drive everything crazy.

    Bundles do not even work on iOS very often. (This was discussed in other threads here already twice)
    There are often misleading prices displayed, that confuse the users. So I fear the chaos will become perfect with all this now too.

    We're also interested in releasing single-purchase universal iOS + macOS apps.

    Actually the first point was the reason why we were reluctant to enable M1 support in the beginning. But months later we received some information (maybe on the Apple Developer forums) that it's primarily a warning about changing functionality - in case your desktop version will have different features, users who got accustomed to & prefer the iOS feel will have no option to keep it. Of course we won't have first-hand confirmation of this until we release a macOS version.

    Also, didn't think it was possible to set a different desktop price for such universal apps (where a desktop and iOS version have the same bundle ID). So Apple's vision here is indeed different from the "standard" pricing model where desktop apps have higher prices, as you also mentioned.
    But even we have some unanswered questions here...

    The bottom line probably is, that if you haven't personally witnessed (or seen evidence of) a charge occuring on an iOS + macOS app when an iOS user downloaded the app for macOS, things could be OK, and the culprit of any reports of requiring a re-purchase could be the app store glitch described above.

  • edited February 3

    jason said:
    I have just checked again. The price must be the same.

    So are you sure, that there NO problems are occurring, if the users do then load the macOS version of the App?
    Any experiences with this?

    The best thing would probably be to reach out to other developers, to be absolutely sure.

    The key point is, as you said it, whenever a macOS version gets released, Apple will make the iOS App itself unavailable for M1 macs, probably because the store doesn't have the feature for users to choose between iOS and macOS versions in case both would be compatible with their hardware. And since you cannot release an intel-only version, technically speaking there shouldn't be any loss of compatibility (other than the developer having the freedom of releasing desktop versions with completely different features to the point of functional incompatibility between the different app versions).

Sign In or Register to comment.