Audio parts... when are they useful?

So I’ve read the manual and googled, but I’m still at a bit of a loss.

Can someone explain some workflows to me where Audio Parts are a valuable or useful feature?

the manual is not entirely correct…

the fastest way to make a audio-part container with audio events, is to simply click using the glue tool (one event after each other or all selected events)

what is it good for? - I too am at a loss here…

It would have been nice if one could use the “fades” on these “audioparts” but that doesn’t work…

I cannot see any kind of advantage to using them other than that many parts are in one block, which makes a group easier to move around or mute…

I know that rex files use these containers tho… maybe thats one of the only good uses for them… (to contain all parts of a rex file in a container)

I am also all ear if someone has a good use for these “audio parts”

You’ve answered it yourself. Depending on specifics this can be a major advantage. Say you’ve built up a guitar part for a verse using 43 short samples all of different lengths where the boundaries don’t fall on the grid. If you want to use this on additional verses it is much easier to deal with this as one single object rather than all the component parts.

Wait, so comps are audio parts too? (I’m many pages deep in google)

This is rather confusing. It’d actually be nice if the manual said what an audio part is.

From the manual.

Parts
Parts are containers for MIDI or audio events, …

I was imprecise in my previous post when I said “component parts” - I was using “parts” in the generic sense to mean a portion of a whole thing & not refering to the Cubase object known as a Part.

In MIDI an Event is a note-on/off message, cc data, etc., basically any individual piece of midi data. A MIDI Part holds one or more MIDI Events in it. When you are on the Project Window and see a block of midi data that you can open in the Key (or other) midi Editor, that block is a MIDI Part.

An Audio Event is a section of audio that is located in an audio file that’s in the Pool. It can be either the entire length of the file or only a section of the file. I like to think of an Audio Event as being a window (not the computer type) into an underlying audio file. In the Project Window an Audio Event looks similar to a MIDI Part. If you double-click an Audio Event it will open in the Sample Editor. You can have a bunch of Audio Events on a Track. These could all be pointing at sections of a single audio file, or each could be a section of entirely different audio files, or a combination of the two. So if you had five audio events on a Track, they would be 5 unrelated objects that could be moved and resized independent of each other. If you were to select these 5 Audio Events and create an Audio Part from them you will now have a single object that contains the 5 events. If you double-click an Audio Part you will open the Audio Part Editor and not the Sample Editor. But then in the Audio Part Editor if you double-click an Event, that will open the Sample Editor.

An analogy to the media player on your computer would be: an Audio Event is like a song, an Audio Part is like a playlist.

Regarding comps, they can be created in both flavors. You could have a comp that is a series of Audio Events one after another where you can select each individual Event on its own. While you are in the process of creating the comp this is what you will have. But then after you could take all the multiple Events that make up your comp and convert them into a single Part.

You can duplicate an audio part as “shared”. Editing one will make all the duplicates follow your edits. So, huge advantage.