The overall per-project sample pool memory allows for 6 minutes of monophonic 16-bit, 44.1 kHz sample files. However, Play can work with different sample playback rates, so you can reduce the required memory of a sample by reducing its sample rate. A sample played back at half the sample rate will use half the Pool memory. Conversely, doubling the sample’s rate will use twice the Pool memory. Because Play can use multiple different playback rates, your sample pool capacity may vary.
Really trying to max out the Play for an upcoming project so I am curious, since Play converts stereo samples to mono when importing, does it sum the stereo channels and write a new WAV file at half the size? Or would a stereo sample stay the same size once imported?
I’ll have to double check but I believe it would take the right channel only and be about 1/2 the size.
Okay I was wrong, it takes the average between the two signals, and only uses 1/2 the stereo memory.
Perfect thank you for looking into that Mitch, that’s totally ideal behavior for the device and eases my mind.
This is why some form of a ‘Play’ companion app would be handy, when using different sample types, mono/stereo, 44, 48, 32khz, making sample packs to use on Play, especially when trying to use max memory can be tedious, I don’t know how many times I’ve jacked the micro sd card in and out of the play to either delete or convert different samples just to fit into a pack I’ve created.
It would be a hell of a lot easier to drag the samples into a ‘Play sample pack creator app’ which details the memory used before transferring to the card, that way you know your not going to run into the dreaded ‘insufficient memory’ message when importing a sample pack.