This is the Reaper .rpp the frozen SUG would have the same section data like the info for item start/end position, playback rate pitch in the source file.
So when Biab generates it will choose those sections, so rather than write it to RAM it could just playback the items direct using it's elastique.dll as Reaper does.
RealBand will playback 48 tracks simultaneously from disk. it has destructive editing (same as Biab Audio Edit) whereas Reaper is non destructive so it's all done on the fly with elastique.dll.
So all the editing copy/paste, regenerate, saving is just the data with no wavs filling up the hard drive, it will be quicker, the most time would be spent rendering to RAM.
When Biab renders from RAM to wav is the same as rendering the sections together from hard drive, see Reaper pic below gluing the sections to a new file, but you only need to write to wav for final render otherwise it's all played back direct.


Quote:
<ITEM
POSITION 20
SNAPOFFS 0
LENGTH 2
LOOP 1
ALLTAKES 0
FADEIN 1 0.01 0 1 0 0
FADEOUT 1 0.01 0 1 0 0
MUTE 0 0
COLOR 19340004 R
SEL 0
IGUID {39C05E3C-D560-4D0A-B97E-1FF9B501DAA8}
IID 163
NAME D
VOLPAN 1 0 1 -1
SOFFS 28
PLAYRATE 1 1 0 -1 0 0.0025
CHANMODE 0
GUID {39C05E3C-D560-4D0A-B97E-1FF9B501DAA8}
<SOURCE WAVE
FILE "D:\bb\RealTracks\Guitar, Acoustic, Strumming Hank Sw 120\AcG011.wav"
>
>

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