• 07.10.09

Fingerbeat: Turn your iPhone/iTouch Into a Beat Machine

Fingerbeat, a new iPhone/iTouch app, puts the power of a recording studio in the palm of your hand.

Fingerbeat, a new iPhone/iTouch app, puts the power of a recording studio in the palm of your hand.

fingerbeat preview

Main Features & Technical Specifications:

Step Sequencer: Making beats is easy as drawing and tapping boxes to generate unique sequences. Each color is associated to each channel type of pad.

Pitch Keyboard + Editor: While recording, the notes you play will immediately appear in the editor. Its easy to make changes and draw free-form to create / delete notes using your finger.

Multi-Touch Mixer: FingerBeat is built for user experience & live performance. Create your very own mix.

Pocket Sampler + Kit Edit: Record any external sound using the built-in *microphone. Load any existing sounds in the library.

Perform & Sing: Once you have programmed some patterns, connect to headphones and hear yourself sing over your musical creation. Conveniently change patterns with your thumb for live performance.

  • Low latency pads
  • x8 Pads/Channels with Volume, Balance Mixer + Mute functions
  • x6 Pattern blocks per Kit
  • x6 Themed Skins + User Photo option using iPhone camera or gallery
  • x16 Kits “x8 User”
  • Built in sounds + kit templates
  • 16bit 44Khz Sampler using internal microphone
  • Demo Patterns
  • Ability to use microphone* with external speaker source


Though Fingerbeat isn’t the only beatmaker available for the iPhone–there’s also the free Melody Box Lite, iDrum, and Looptastic to name a few–it’s probably the most comprehensive for making your own original beats with vocals.

Fingerbeat is available from the iTunes store for $3.99.

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About the author

Lynne d Johnson is a Content + Community Consultant developing content and community strategies that help brands better tell their stories and build better relationships with people toward driving brand awareness, loyalty, and purchase intent. She has been writing about tech and media since the Web 1.0 days, most recently about how the future of consumer interactions will be driven by augmented reality and wearable tech.