by pooterpatty » Wed Sep 19, 2007 8:52 pm
From the file sizes that RiffWorks generates, you already know it's recording uncompressed audio. Let's say you open a 3-minute song in a linear recording/editing app. It'll take a few seconds to "scan" the file. I would imagine that RiffWorks treats each song LAYER the same way. So if you have a song with, say, 10 riffs - each comprised of 10 layers.....well, you do the math. Not to mention the fact that you are not only limited by your system's physical memory, but when you open a saved song, you're reading it from a hard drive, which is a mechanical device, and not nearly as speedy as solid state memory (RAM). And if you happen to have an old-school 5400RPM drive....well you can only go as fast as the slowest link in the chain. Your system's RAM comes into play most when you're actually RECORDING audio, as RAM dictates whether or not your computer can keep up with what you're trying to do.
The real trick is to keep the resources you're using to a minimum. Close everything that's not necessary before trying to open RiffWorks. Do Ctrl+Alt_Del in Windows to close any programs that might be running in the background that you may not be aware of - they can be real memory hogs, especially things like antivirus software and firewalls. When I record in RiffWorks I only have RiffWorks and GearBox open, and the apps necessary for Windows to run.
I've noticed as well that the more complex a song is, the longer it will take to open. However, I've had absolutely no problems with latency in recording once I actually have the song open, which leads me to believe that RiffWorks' code is pretty efficient in that area. The only way around the wait would be for Riffworks to compress the audio when saving, which I'm not really wild about, but that's just me.