KIZUNA sampler for iPad — TestFlight testers wanted

KIZUNA sampler for iPad — TestFlight testers wanted

Hi

I’m looking for TestFlight testers for KIZUNA, a sampler and sequencer I’m developing for iPhone and iPad.

Its main idea is a very direct recording workflow: hold a pad to record, then release it and the sound is immediately assigned to that pad.

KIZUNA supports microphone and line recording, internal resampling, transient-based chopping, four time-stretch modes, a 96 PPQN sequencer, automation, performance effects, Core MIDI and stem export.

The iPad version uses a dedicated layout that keeps the pads, mixer and performance controls accessible together.

I’d especially appreciate feedback on the recording workflow, pad latency, sample chopping, MIDI synchronization, iPad interface and performance on different devices.

Requires iPadOS 18 or later.

TestFlight:

https://testflight.apple.com/join/Y2vDmxsk

Details:

https://utaverse.tokyo/kizuna.html

No account, ads or analytics. Recorded audio stays on the device.

Thanks — bug reports and honest feedback are very welcome.

utaverse.tokyo
u/nakasy — 10 hours ago

[TestFlight] I’m building KAGARIBI — a free AUv3 synth that explains how each sound is made

Hi everyone,

I’m developing KAGARIBI, a free synthesizer for iPhone and iPad, and I’m looking for musicians who can help test it before release.

The main idea behind KAGARIBI is “a synth that explains itself.”

While a preset is playing, you can open the Sound Anatomy view and read why the sound behaves the way it does, using the actual parameter values. It explains things such as unison and detuning, envelopes, filters, modulation and effects in plain language.

I want it to work both as a serious musical instrument and as a practical way to understand sound design.

The current beta includes:

• Standalone app and AUv3 instrument

• Analog and wavetable oscillators, FM, ring modulation, hard sync, wave folding and up to 7-voice unison

• Three envelopes, two LFOs, an eight-slot modulation matrix and four macros

• Sixteen built-in tunings, including Japanese scales and microtonal systems

• Scala .scl and .kbm file import

• MPE, MIDI 2.0, USB/Bluetooth MIDI and persistent bidirectional MIDI Learn

• A shared preset library between the standalone app and AUv3

• No ads, no in-app purchases and no account registration

I’m especially looking for feedback from people who use Logic Pro, GarageBand, AUM or other AUv3 hosts on iPad.

It would be very helpful to know:

• Does the AUv3 load and restore its state correctly?

• Does the interface feel comfortable on your iPad and inside your host?

• Are there any problems with MIDI controllers, MIDI Learn or MPE?

• Do you hear crackling, dropouts, stuck notes or unexpected CPU spikes?

• Are the Sound Anatomy explanations useful and understandable?

• Is anything confusing, missing or unnecessarily complicated?

When reporting a problem, please include your iPad model, iPadOS version and the AUv3 host you were using, if possible.

TestFlight:

https://testflight.apple.com/join/MwxT7axC

More information:

https://utaverse.tokyo/kagaribi.html

Even a few short notes after trying it would help a lot. Bug reports, workflow suggestions, preset feedback and feature ideas are all welcome.

Thank you!

utaverse.tokyo
u/nakasy — 2 days ago

I’m building an iPhone VRM app with mocopi support — looking for technical feedback and TestFlight testers

Hi everyone,

I’m an indie developer from Japan, currently working on an iPhone app called PIPIPI.

It’s an avatar-based communication app with VRM support, mocopi full-body tracking, voice communication, and multiplayer features.

The current build includes:

Importing and using your own .vrm avatar

Lip sync and facial expressions

mocopi full-body motion tracking

Voice communication

Friend features

Multiplayer

A shared voxel-style world for exploring and interacting with friends

One limitation of the current version:

VRM support is already implemented, and multiplayer is also available, but VRoid avatars are not yet supported in multiplayer.

That part is still under development.

I’m currently looking for a few iPhone users to test the app through TestFlight, and I thought this community might be especially useful because many people here have experience with VRM, avatar tracking, mocopi, VMC, and VTuber software.

I’d particularly appreciate feedback on:

VRM import compatibility

Avatar rendering and animation

Lip sync / expression behavior

mocopi tracking quality and latency

General UX

Bugs or unusual behavior with different VRM models

What you would expect from VRoid support in multiplayer

You don’t need mocopi to test the app. But if you already own mocopi, I’d especially love to hear how the tracking integration works for you.

TestFlight:

https://testflight.apple.com/join/2BXCX5Rm

More information:

https://utaverse.tokyo/pipipi.html

Any technical feedback or suggestions are very welcome. Thanks!

youtu.be
u/nakasy — 7 days ago
▲ 12 r/vtubertech+1 crossposts

I’m building an iPhone app with VRM avatar support — looking for TestFlight testers

Hi! I’m an indie developer from Japan, and I’m currently developing an iPhone app called **PIPIPI**.

PIPIPI is an avatar-based communication app that supports importing and using your own **VRM avatars**, including models created with VRoid.

Current features include:

* Import and use your own `.vrm` avatar

* Voice calls with avatar lip sync and expressions

* **mocopi full-body tracking support**

* Multiplayer features for hanging out and playing with friends

* A shared voxel world where you can explore, build, ride minecarts, and take photos

**One limitation in the current beta:**

VRM avatars are supported, but **multiplayer with VRoid avatars is not supported yet.**

I’m currently looking for **iPhone / TestFlight testers**, especially people who use VRoid or already have their own VRM models.

You don’t need mocopi to participate, but if you own one, I’d especially appreciate feedback on the full-body tracking integration.

I’d love feedback on:

* VRM importing

* Avatar appearance and animations

* Lip sync and expressions

* mocopi tracking

* General usability and bugs

* What you’d like to see from future VRoid multiplayer support

If you have an iPhone and a VRM avatar and would like to try PIPIPI before release, I’d really appreciate your feedback!

**TestFlight:**

https://testflight.apple.com/join/2BXCX5Rm

Thanks!

u/nakasy — 7 days ago

I built an iPhone emulator supporting 12 classic systems — looking for 50 TestFlight testers

Hi! I’m the developer of emu, a new multi-system emulator for iPhone.

It currently supports 12 classic system families in a single app:

  • NES / Famicom
  • SNES / Super Famicom
  • Game Boy / Game Boy Color
  • Game Boy Advance
  • PlayStation 1
  • Nintendo 64
  • Mega Drive / Genesis
  • Master System
  • Game Gear
  • PC Engine / TurboGrafx-16 / SuperGrafx
  • Neo Geo Pocket / Neo Geo Pocket Color
  • WonderSwan / WonderSwan Color

I’m opening up 50 TestFlight spots and would really appreciate help from people who already use emulators on iOS.

The app includes touch controls, Bluetooth/USB controller support, save states, automatic saves, rewind, ROM importing, and support for multiple disc image formats for PlayStation.

What I’d especially like tested

The main goal of this beta is to find compatibility and performance problems across all 12 systems.

I’d especially appreciate feedback on:

  • Games that fail to boot
  • Graphics glitches
  • Incorrect or crackling audio
  • PS1 and N64 compatibility/performance
  • Performance across different iPhone models
  • Touch controls
  • Bluetooth/USB controllers
  • 1P / 2P controller assignment
  • Save states and in-game saves
  • Rewind
  • ROM and archive importing
  • Crashes or freezes
  • UI/UX issues or anything that feels confusing

If you find a problem, even a short report like:

iPhone model / system / game / what happened

would be extremely helpful.

TestFlight — 50 spots:

emu does not include any games, ROMs, or BIOS files. Please use only backups you are legally entitled to use.

Thanks! Feedback, bug reports, and feature requests are all very welcome.

testflight.apple.com
u/nakasy — 8 days ago

Looking for 5 iPad + Apple Pencil users to test a drawing training app

Hi! I’m an indie developer working on DrawSight, an iPad drawing practice app focused on improving how you see before you draw.

Instead of teaching you how to draw specific objects step by step, DrawSight focuses on perceptual skills such as:

  • edges and contours
  • negative space
  • proportions and angles
  • light and shadow
  • breaking the habit of drawing what you think something looks like instead of what you actually see

The training approach is inspired by observational drawing methods such as Drawing on the Right Side of the Brain, while avoiding the outdated “left brain vs. right brain” explanation and focusing instead on perception and drawing practice.

I’ve opened only 5 TestFlight spots for this round.

I’m especially looking for people who:

  • own an iPad
  • use an Apple Pencil or compatible stylus
  • are currently learning or practicing drawing
  • are willing to actually try a few exercises and tell me what feels useful, confusing, boring, or frustrating

Beginner and intermediate artists are especially welcome.

If you’re interested, here’s the TestFlight link:

https://testflight.apple.com/join/1XP55c6y

I’d really appreciate feedback on both the training itself and the overall app experience. Thanks!

utaverse.tokyo
u/nakasy — 8 days ago

Looking for 20 LSDj users to test my new iPhone/iPad tracker before release

Hey everyone!

I've been working on HexaChip, a native tracker for iPhone and iPad inspired by the LSDj workflow.

Before the public release, I'd love to get feedback from people who actually use LSDj.

I'm opening 20 TestFlight spots for this pre-release build.

I'm especially interested in feedback on:

importing existing LSDj projects

.sav, .lsdsng, and .LSDPRJ compatibility

tracker workflow and editing

sound / hardware profiles

anything that feels wrong or unintuitive to an experienced LSDj user

This is still a pre-release build, so bugs are absolutely expected — finding them is part of the reason I'm sharing it here.

If you use LSDj and would like to try HexaChip, grab one of the 20 TestFlight spots here:

https://testflight.apple.com/join/yYMpNsK3

More information about HexaChip:

https://utaverse.tokyo/hexachip.html

I'd really appreciate any feedback, especially from longtime LSDj users. Thanks!

u/nakasy — 9 days ago

I built an iPhone/iPad chiptune workstation using YM2612 + SN76489

Hi!

I'm an indie developer from Japan, and I've been working on a chiptune music app for iPhone and iPad called GeneTune.

It uses the classic YM2612 + SN76489 combination:

  • 6 FM channels
  • 3 PSG tone channels
  • 1 PSG noise channel
  • 4-operator FM voice editing
  • VGM / VGZ import
  • VGM 1.70 export
  • touch-based piano roll

One of the things I wanted to make possible was importing a VGM register log and reconstructing it into editable notes, rather than only playing the VGM back.

https://utaverse.tokyo/genetune.html

SNES
https://utaverse.tokyo/chipwave.html

I'd love to hear what chiptune musicians think of it, especially anyone familiar with YM2612 or VGM.

I'm the developer, so I'm happy to answer any technical questions!

u/nakasy — 11 days ago
▲ 1 r/snes

I made an iPhone/iPad app for exploring and editing SNES-style music from SPC files

Hi everyone!

I'm an indie developer from Japan, and I've been working on an iPhone/iPad music app called ChipWave.

I've always liked the distinctive sound of SNES music, so I wanted to make something that lets you do more than just play SPC files.

ChipWave can load an SPC, play the original performance as a reference, and analyze the S-DSP activity to reconstruct it as editable notes in a piano roll.

You can then explore things like:

  • the 8 sound voices
  • BRR samples
  • ADSR / GAIN
  • noise and pitch modulation
  • SNES-style echo / FIR settings

The part I find most interesting is being able to take an SPC performance and actually look at it as musical data, then experiment with it.

Here it is if anyone is curious:

https://utaverse.tokyo/chipwave.html

I'm the developer, so this is obviously my own project rather than an unbiased recommendation.

I'd especially love to hear from people who know SNES music well. If you tried something like this, what would you want to inspect or edit?

youtube.com
u/nakasy — 12 days ago

I built an iPhone/iPad chiptune workstation using YM2612 + SN76489

Hi!

I'm an indie developer from Japan, and I've been working on a chiptune music app for iPhone and iPad called GeneTune.

It uses the classic YM2612 + SN76489 combination:

  • 6 FM channels
  • 3 PSG tone channels
  • 1 PSG noise channel
  • 4-operator FM voice editing
  • VGM / VGZ import
  • VGM 1.70 export
  • touch-based piano roll

One of the things I wanted to make possible was importing a VGM register log and reconstructing it into editable notes, rather than only playing the VGM back.

https://utaverse.tokyo/genetune.html

SNES
https://utaverse.tokyo/chipwave.html

I'd love to hear what chiptune musicians think of it, especially anyone familiar with YM2612 or VGM.

I'm the developer, so I'm happy to answer any technical questions!

youtube.com
u/nakasy — 12 days ago