guitartrek
dcumpian - You may be right - I wish I could force it to load everthing right away. But according to the "loaded samples" in Play looks like it has already loaded everything. My version is 3.0.40 which is pretty new. I think there is one newer, but it was the mac or something.
I still don't "get" why the Sonar Save time should be so long? The project files are not big - should take way less than a second to save a 6 Meg project file.
dcumpian is right, though I don't know exactly how much of the sample it loads.
You can actually force all the samples to load at startup, but it depends on which instruments you're using, how may you might be able to load. It's doubtful you'd have enough memory for very much.
You have to change the setting for each instrument, by first selecting it in the Play UI to make it the current instrument.
From the Play "Main Menu" drop down, hover over "Current Instrument" and uncheck "Stream From Disk".
You'll get presented with a prompt dialog that tells you how much memory it needs to load the samples, and ask if you want to continue.
OK, I'm going from memory here, but you have EWQL SO Gold which is 16 bit samples (I think).
It looks like with the platinum version, I can't actually select the 16 bit samples. So I'm stuck with loding 24bit which should be about 1.5 times the size of the equivalent 16bit.
Take the 50 piece string section, only wants 553 MB on the platinum (1 mic pos), so probably about 370 Mb on gold if it is actually 16 bit.
However, take the individual string section KS masters, they all want about 2 GB or more each.
If I load up the EWQL SO 11 Violins KS Master, that want 2.5 GB, so 16 bit should be about 1.7 GB.
The other violins and strings need similar amounts of memory too.
Take a look at the Play "Settings" menu, under the streaming tab.
Those are the global settings for number of simultaneous voices, and "Engine Level". Setting those determines how much memory is allocated to streamin buffers in the play engine, but the trade off is ... project load time :-)
So the more voices ad higher you set the engine level, the more memory play allocates to sample streaming buffers, and the longer it takes to load the project.
Mine are set to maximum values, 2048 voices, Engine Level = High, and that uses 1 GB of ram.
If you check out the Play 3 manual, it's on about page 30 and on.
It definitely seems the long save time is Play related, my projects take longer saving if they have large play libraries loaded.
I've had a bit more of a play around with HS & HB, seem to work reasonably well here, so long as you don't get carried away with the heavy patches in HS. It's definitely the biggest hog, and I'd have to be careful about what and how I used it during tracking to avoid any glitching. You can't up the ASIO buffers too much before introducing too much latency to play anything live into it, that's for sure.
Seems quite manageable enough for me to use, but I recon a SSD would be the one to make a difference for HS.
Let us know how you get on with things.
Cheers - Cliff