I was watching a tutorial of Aeros and noticed that there was a “memory used” indicator on the main screen. I was wondering, is that for length of song AND depth (meaning multiple parts and overdubs)?
The youtuber had only recorded two tracks on a 2 minute song and I was thinking that seemed short to occupy 14% of the memory.
So does that mean when using it live you have to load individual songs off the SDCard? Is there a latency issue with having to load live?
Hey there!
Thanks for the question, this has changed a whole bunch actually
You can read about it in the manual:
Song Mgmt and Memory
The Aeros dynamically recalls saved audio in a way that frees up RAM every time you save the song.
To better explain:
Dynamic Read is an audio loading mechanism that frees up a substantial amount of memory in the RAM. By only loading upcoming sections of audio files into the RAM rather than the entire audio file in advance, the Aeros is able to dramatically increase how much audio can be recorded in a song.
With this system a user can max out a specific track at 19 minutes (mono), and still have memory to record more after saving the song. This works because when the song is saved, the recording is transferred from the RAM to the internal memory or SD card and only the upcoming sections of the tracks are kept loaded in the RAM. Essentially, the amount of time left to record on the next track is calculated dynamically based on how many tracks have been recorded.
Please Note: The internal memory of the Aeros can store up to 3 hours of Mono (1.5 hours stereo). Songs with more recording time than that must be stored on a 32 GB Class 10 SD card.
Audio Memory Usage
In the RAM, the Looper has space for 1140 seconds (19 minutes) of mono audio. However, there is non-audio data that must also be saved to RAM.
There are two ways that space is used: Playback Memory and Recording Memory.
Recording Memory
This includes recordings, overdubs and unsaved recording/overdub layers.
After a song is loaded, Recording Memory is 0 seconds.
Every time a song is saved, Recording Memory resets to 0 seconds.
Playback Memory
Start of Tracks Memory
Contains the first 10 seconds of all the tracks in the song.
The start of a track is set where the loop seam is in the song part. When the loop seam position changes, this buffer has to reload. The reload occurs when the user changes song parts.
It allows users to quickly change song parts without loading the full tracks.
Memory Usage Calculation :
Memory used (s) = [Number of saved tracks in song] x 10s
Live Playback Tracks Memory
Contains the currently playing sections of each track of the current song part.
The sections have a duration of 9 seconds and are dynamically loaded during playback.
The sections are reused between song parts and are used only for saved tracks and not for recorded tracks that are not yet saved.
Memory Usage Calculation :
Memory used (s) = [Maximum number of saved tracks per part in song] x 9s
Note: Memory Usage can only change after saving a song.
Tyvm for the response. Thats a lot of improvements.