Count-in
With nothing playing, the first take counts in — off, 1 or 2 bars — with an accented downbeat, then records from bar one.
ForeverLooper 2.0 · Live looping for Windows
Five glowing rings. One sample-accurate clock. Tap to record, tap to loop, tap to layer — and when you switch on ∞, ForeverLooper keeps recording every next track by itself while you play.
Click ring segments to mute parts · Shift-click fires one-shots · hold a ring to stop it · drop any audio file on a card · keys 1–5, P, C, Space work here
01The ring
No mode buttons. No menus in the middle of a song. Each track is a ring, and the ring always tells you what your next tap will do.
With nothing playing, a count-in starts it exactly on the downbeat. With loops running, it waits for the next cycle, bar or beat.
The red sweep grows around the ring as the take is captured — its waveform drawn in a circle as it comes in.
It closes on the boundary, not on your finger, and plays back at once. Seamless: the seam is crossfaded into the audio that came before the take.
Layer over the loop in orange. Overdub feedback sets how much of the old layer survives each pass.
Each layer is one undo step — up to eleven per track.
Hold the ring to stop that track. If the press started an overdub, that overdub is undone.
02Loop parts
Every loop is cut into 16 parts around its ring. Click a segment to mute it, click again to bring it back — the loop never stops, so you can carve a drum break, stutter a lead or drop the bass live.
This ring is live: it is track 1 of the deck above. Press Play it now first to hear it.
03Start & length
START decides when a take begins — the next CYCLE, BAR, BEAT, or NOW. LENGTH decides when it ends: TAP closes it on your next press, or choose 1, 2, 4 or 8 bars. Press a little late and it still starts exactly on the boundary.
With nothing playing, the first take counts in — off, 1 or 2 bars — with an accented downbeat, then records from bar one.
Its length becomes the cycle and the tempo for everything else, always within 30–300 BPM, in 2/4 to 7/4.
Hit the ring up to 200 ms after a boundary and the take still starts on it — ForeverLooper keeps a short input history for exactly this.
04∞ ForeverLooper
Switch on ∞ and record a loop. The moment it closes, the next empty track starts recording one cycle — on the exact frame the last take ended — then the next, and the next. You just keep playing.
05Timing
The engine advances a single integer frame clock, and every musical event — take starts and ends, launches, chain handoffs, quantized mute and solo — is scheduled on it. The first loop defines an exact rational beat grid, so the click and every loop stay locked.
Takes are captured latency + look-ahead later than they are played, so they line up with what you heard. ASIO drivers report their latency; for everything else, MEASURE finds the round trip. On a digital loopback it measured 83.6 ms — and every recorded metronome click then landed within 0.1 ms of its beat.
Stop a take before its first cycle ends and it becomes one whole cycle, silent after the stop point. It can never drift against the other loops.
In testing, every ∞ handoff landed exactly one cycle after the last — through mixer changes, interruptions and page turns.
The interface extrapolates the play position along the audio clock between callbacks, so rings, LEDs and meters sit on the beat you hear.
06Built for the stage
Everything that changes what you hear is ramped — stops, launches, gates, mute and solo, overdubs, slices, monitoring. Loop seams crossfade over 10 ms, equal-power, into the audio that preceded the take.
07Undo & scenes
Takes, overdubs, clears, gate edits, imports and edits — each track keeps up to eleven undo and redo steps. History shares audio copy-on-write, so undo never copies audio on the audio thread and never interrupts playback. When memory runs short, the oldest undo step of the track holding the most history goes first — not your recording.
Build a verse, a chorus and a breakdown side by side. Duplicate a scene, change it, switch back — loops swap in place without stopping. Mark a track Carry through scene changes and it keeps playing across every switch. Try it on the deck: Neon Drive, Afterglow and a blank canvas are waiting.
08Shape any loop
Every track has a toolbox. Edits run on a worker thread — never in the audio callback — so the music keeps going while you work.
A two-bar loop, as recorded.
8 to 32-bit PCM and float, straight onto any track — Unicode file names included.
24-bit WAV of a single loop or the whole mix, written while everything keeps playing.
Records your entire performance to float32 stereo WAV through a bounded disk queue that never makes audio wait.
.flproj sessions with atomic saves, autosave every 30 s while you play, and a restore offer if the app didn't close normally.
09Hands on
Press LEARN, hit a pad, key or pedal — done. Assign tap selected, tap track 1–5, stop all, play all, mute, undo, select next or previous, and the click. Notes fire on note-on; controllers fire on the press past 64, so sweeping a knob can't fire twenty taps.
1–5 tap the tracks, Shift+1–5 selects, R / M / S tap, mute and solo the selected track, U or Ctrl+Z undoes, Space stops everything. Try them now — while this card is on screen, they play the deck above.
10Under the hood
Native C++20. The audio callback does no heap allocation, takes no locks, touches no files, writes no logs — the test suite counts allocations inside every single callback. Audio lives in a pool allocated before the device starts; commands arrive through a bounded lock-free queue; Stop and Stop All bypass even that.
ASIO · USB audio interface · 48 kHz · 32-frame buffer — drawn from the measured average and peak
The interface is Win32 and Direct2D on a flip-model swap chain. Each frame is drawn once sharp and once into a half-resolution glow layer that is blurred and added — 60 Hz while anything moves, 20 Hz when still. This page borrows the idea.
11Audio
Chosen automatically when your interface has an ASIO driver. Driver-reported latency compensation, and a bounded stop so a misbehaving driver can't hang the app.
Works with every Windows audio device, using small low-latency periods where the endpoint supports them (IAudioClient3).
Take the device for yourself at 44.1, 48 or 96 kHz, independent of the Windows mix rate.
A device that disappears — or a driver that stops delivering buffers for two seconds — is treated as a lost device: ForeverLooper stops cleanly, keeps every take and loop, and shows them at once. Restart audio from Setup and carry on.
12Yours
ForeverLooper works entirely offline. It has no analytics, no crash upload and no update checks, and it never sends your audio or settings anywhere.
The entire application. Smaller than a single phone photo — and this page doesn't use any: everything you see here is drawn live, just like the app.
13Specifications
∞Pricing
No subscription, no tiers, no account. One price for the whole instrument.
Pay once. Own it. Every feature on this page included.
Windows 10 / 11 · 64-bit · 640 KB download · portable, no installer
Price in US dollars. Applicable taxes are calculated at checkout.
?Questions
It is a faithful Web Audio recreation of the deck — same rings, same states, same controls, same shortcuts — so you can learn it before you buy. The real ForeverLooper is a native C++ Windows application with ASIO and WASAPI drivers and far lower latency than any browser can reach.
No. ForeverLooper runs on any Windows audio device through WASAPI. If your interface has an ASIO driver, ForeverLooper picks it automatically for the lowest latency. Use the same device for input and output.
If it runs Windows 10 or 11 64-bit, yes. The whole app is a 1.3 MB executable with no runtime to install. Start at 48 kHz with a 128 or 256-frame buffer and go lower if your system allows.
ForeverLooper 2 is Windows-only. It is built directly on Windows audio and graphics APIs — that's where its speed comes from.
No. You pay once and the licence is yours. ForeverLooper never needs an internet connection and never checks in.
ForeverLooper is an instrument, not a DAW: it doesn't host plugins, and it imports and exports WAV only (8–32-bit PCM and float in; 24-bit and float32 out). Bring your audio in as WAV and take your loops, mixes and whole sets out the same way.
Audio stops cleanly, every take and loop is kept, and you restart audio from Setup once the device is back. ForeverLooper also autosaves every 30 seconds while you play and offers to restore that copy if it didn't close normally.