ForeverLooper 2.0 · Live looping for Windows

Loop it.Layer it.Play it forever.

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.

Buy once · $49
  • 1.3 MBnative C++ app
  • 5 → 32tracks with ∞
  • ASIO& WASAPI
  • 0accounts, clouds, trackers

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

Every move is one tap.

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.

READYTAP TO RECORD
  1. TAP

    Arm the take

    With nothing playing, a count-in starts it exactly on the downbeat. With loops running, it waits for the next cycle, bar or beat.

  2. REC

    Record

    The red sweep grows around the ring as the take is captured — its waveform drawn in a circle as it comes in.

  3. TAP

    Close the loop

    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.

  4. TAP

    Overdub

    Layer over the loop in orange. Overdub feedback sets how much of the old layer survives each pass.

  5. TAP

    End the overdub

    Each layer is one undo step — up to eleven per track.

  6. HOLD

    Stop

    Hold the ring to stop that track. If the press started an overdub, that overdub is undone.

02Loop parts

Sixteen segments. Endless variations.

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.

  • Shift-click plays a part once, like a sampler pad — or use the 16 one-shot pads in the track menu.
  • Undoable. Gate edits live in the same history as takes and overdubs.
  • Click-free. Every gate, slice and interruption is ramped; a slice cut off by another slice fades out.

This ring is live: it is track 1 of the deck above. Press Play it now first to hear it.

03Start & length

Press whenever. It lands on the grid.

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.

START
LENGTH
Press TAP (or T) while the playhead moves. Try pressing just after a bar line.

Count-in

With nothing playing, the first take counts in — off, 1 or 2 bars — with an accented downbeat, then records from bar one.

The first loop sets the clock

Its length becomes the cycle and the tempo for everything else, always within 30–300 BPM, in 2/4 to 7/4.

Late-press recovery

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

Play one loop.
It keeps going.

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.

  1. Record your first loop
  2. ∞ hands off to track 2 — zero frames between takes
  3. Page after page: seven pages of five
  4. Up to 32 tracks. Press STOP on the recording track to end the chain
TRACK 1RECORDING · CYCLE 1

05Timing

One clock. No drift. Ever.

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.

Latency, measured — then gone.

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.

0cycles in the drift test — loops and click never separate
1–2048frame block sizes tested — identical results at every one
0late-press window, recovered from input history
30–300BPM, enforced even for imported, restored and undone audio

Interrupted takes stay in time

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.

Handoffs you can set a watch by

In testing, every ∞ handoff landed exactly one cycle after the last — through mixer changes, interruptions and page turns.

A deck that moves with the audio

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

No clicks. No surprises.

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.

  • Look-ahead limiter. The output passes a 1.5 ms look-ahead limiter at −0.5 dBFS. Your recordings are never limited.
  • Monitoring that can't bite. Software monitoring starts off, and Space or STOP ALL switches it off — the feedback-buzz trap is closed.
  • Mixer that keeps time. Mute and solo act at once, or on the track's next cycle, bar or beat. A loop you can't hear never looks like one you can.

The loop seam, zoomed in

End of the loopStart of the loop10 ms equal-power crossfade

07Undo & scenes

Take risks. Every move comes back.

Eleven undos. Per track.

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.

Eight scenes. One session.

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

Edit it. Without stopping it.

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.

2 BARSPEAK −6.2 dBFS

Import WAV

8 to 32-bit PCM and float, straight onto any track — Unicode file names included.

Export tracks & mixes

24-bit WAV of a single loop or the whole mix, written while everything keeps playing.

Capture the set · F9

Records your entire performance to float32 stereo WAV through a bounded disk queue that never makes audio wait.

Sessions that survive

.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

Your pads. Your pedals. Your keyboard.

MIDI learn, the way it should work.

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.

On this page, notes 36–40 tap tracks 1–5
F1helpF2setupF9capture
12345
RtapUundoImonitorPplay all
SsoloCclickMmuteDel×2 clear
SPACEstop all

Every shortcut, one key.

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

A realtime engine with nothing to hide.

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.

Audio callback budget

ASIO · USB audio interface · 48 kHz · 32-frame buffer — drawn from the measured average and peak

667 µsbudget
15 µsaverage
206 µsworst peak
0randomized invariant checks in one command-storm campaign on the final build
0realtime engine checks in the regression suite
0heap allocations inside any audio callback
0dropouts across the 44.1–96 kHz, 32–1024 frame test matrix
0randomized soak: 426,468 callbacks, memory and handles flat
0per 128-frame callback with all 32 tracks playing

Two frames in every frame.

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.

Tested like it's going on stage.

  • Seeded command storms at 44.1/48/96 kHz with random block sizes from 1 to 2048, invariants checked after every callback
  • Debug and AddressSanitizer builds: 413 million more checks, no errors
  • Scripted end-to-end runs drive the real window and scan the output for clicks
  • Every regression test was proven to fail on the old code first

11Audio

Pro audio, done properly.

LOWEST LATENCY

ASIO

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.

ANY DEVICE

WASAPI shared

Works with every Windows audio device, using small low-latency periods where the endpoint supports them (IAudioClient3).

EXCLUSIVE

WASAPI exclusive

Take the device for yourself at 44.1, 48 or 96 kHz, independent of the Windows mix rate.

SAMPLE RATES44.1 kHz48 kHz96 kHz BUFFERS32641282565121024 RECORDING MEMORY256 MB – 4 GB

Unplugged? Nothing lost.

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

No account. No cloud. No telemetry.

ForeverLooper works entirely offline. It has no analytics, no crash upload and no update checks, and it never sends your audio or settings anywhere.

  • Portable. Unzip and run ForeverLooper.exe. No installer, no runtime, no redistributable.
  • Your files stay yours. Sessions and WAVs live where you save them; deleting the program folder never deletes them.
  • Memory you choose. The default 512 MB holds about 46 minutes of mono audio at 48 kHz, shared by all tracks and their undo history.
0MB

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

Everything, in one place.

Tracks
5 on the deck · up to 32 with ∞ (seven pages of five)
Loop parts
16 gates per loop · 16 one-shot slice pads · pan · overdub feedback
Launch
START: cycle / bar / beat / now · LENGTH: tap / 1 / 2 / 4 / 8 bars · late-press recovery up to 200 ms
Undo
Up to 11 undo/redo steps per track
Scenes
8 per session · duplicate · rename · carry-through tracks
Tempo & meter
30–300 BPM · 2/4 to 7/4 · tap tempo · set by the first loop
Metronome
Wood, Tick and Beep voices, synthesized · level · count-in off / 1 / 2 bars
Mixer
Level with meter, mute, solo (immediate or quantized) · master fader · 1.5 ms look-ahead limiter at −0.5 dBFS
Recording
Mono takes from any of inputs 1–8, a mix, or AUTO (follows the loudest of inputs 1–2) · input gain · software monitoring
Latency
Driver-reported, estimated, manual, or measured with MEASURE
Track tools
Normalize · reverse · double / half length · fit to cycle (Smart, Elastic, Human) · duplicate · rename
Files
.flproj sessions (v2–v4 import) · WAV import 8–32-bit PCM & float · 24-bit track and mix export · float32 set capture
Safety
Autosave every 30 s while changed · crash-recovery offer · atomic saves · device-loss handling
MIDI
One input · learn for 9 actions (13 assignments) · notes on note-on, controllers past 64
Audio drivers
ASIO · WASAPI shared · WASAPI exclusive · 44.1 / 48 / 96 kHz · 32–1024 frames
Interface
Win32 + Direct2D/DirectWrite · GPU glow pass · resizable down to 1024 × 620
Requirements
Windows 10 or 11, 64-bit · any Windows audio device · an ASIO interface for the lowest latency
Size
1.3 MB executable · 640 KB download · portable folder, no installer

∞Pricing

Buy it once. Loop forever.

No subscription, no tiers, no account. One price for the whole instrument.

LIFETIME LICENSE

ForeverLooper 2

$49one-time
USD

Pay once. Own it. Every feature on this page included.

  • Five-track deck, 16-segment rings and one-shot slices
  • ∞ ForeverLooper chain across up to 32 tracks
  • 11 undos per track · 8 scenes per session
  • ASIO, WASAPI shared & exclusive · 44.1–96 kHz
  • MIDI learn · every keyboard shortcut
  • WAV import & export · set capture · autosave
  • Works offline, forever — no account, no telemetry
Buy ForeverLooper — $49

Windows 10 / 11 · 64-bit · 640 KB download · portable, no installer

Price in US dollars. Applicable taxes are calculated at checkout.

?Questions

Good to know.

Is the deck on this page the real app?

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.

Do I need an audio interface?

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.

Will it run on my PC?

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.

Mac or Linux?

ForeverLooper 2 is Windows-only. It is built directly on Windows audio and graphics APIs — that's where its speed comes from.

Is it a subscription?

No. You pay once and the licence is yours. ForeverLooper never needs an internet connection and never checks in.

Can I host plugins or record MP3?

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.

What happens if my interface gets unplugged mid-set?

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.

Your next loop is one tap away.