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SEnki | 02 February 2026 | 9.2 MB
Pixelator 是一款由 JST 开发的超高精度比特粉碎插件,专为声音设计和音乐制作而设计。这款比特粉碎解决方案融合了制作人、声音设计师和音乐家的意见,确保每种模式都能让您创建具有独特音色特征且精度极高的低分辨率音频和比特粉碎音效。
它在声音探索和 8 位/芯片音乐风格制作方面也极其有效!
什么是比特粉碎?
比特粉碎是一种通过减少用于表示声波的比特数而产生的声音效果。比特粉碎可用于创建各种效果,例如使声音失真、产生颗粒感或低保真音效。实现这些效果最简单的方法是使用像 Pixelator 这样的比特粉碎插件。在音乐中,比特粉碎通常用于创建失真或颗粒感音效。它还可用于创建低保真音效,这对于某些音乐类型(例如嘻哈和电子音乐)来说非常理想。
在电影和电视中,比特压缩(bitcrushinq)常用于营造紧张、不安或危险的氛围。它可以代替JST Clip等剪辑器,用于爆炸和其他巨响,并且经常被添加到电影配乐中,使音乐与环境相呼应。
在电子游戏中,比特压缩常用于创造复古或怀旧的音效,或者作为音效层来增强声音的冲击力,就像你在电影中听到的那样。近年来,比特压缩在《战地》和《使命召唤》等第一人称射击游戏中变得越来越普遍。Pixelator提供了五种独特的
比特压缩
算法,你可以从插件中选择。它包含两种采样保持(Sample & Hold)模式、两种线性(Liner)模式以及独特的零深度(Zero Pad)模式,为你处理音频提供了丰富的选择。采样
保持(Sample &
Hold)是一种用于降低音频采样率和位深度的技术。它的工作原理是以较低的采样率重复采样音频信号,然后将每个采样的值存储在寄存器中。寄存器只能存储一定数量的比特,因此当音频信号以较低速率采样时,采样值会被向下舍入到寄存器可存储的最接近值。这种向下舍入采样值的过程会导致音频信号质量下降。
采样保持 II 模式
与采样保持 I 模式的工作原理相同,但它不会向下舍入到寄存器可存储的最接近值,而是保持并重复前一个采样块中遇到的最大值,并将该最大值应用于后续采样,直到下一个采样块开始。线性 I
模式
此模式在每个音频块内应用线性插值,随着采样率的增加和位深度的降低,高频损失会更加明显。
线性解释是一种将高保真信号转换为低保真信号的方法,它通过以固定的间隔对高保真信号进行采样,然后将每个采样值转换为低保真值来实现。这种方法会导致音频高频损失,因为低保真值无法表示高保真信号中的完整频率范围。
采样率越高,音频的失真就越严重。
线性 II 模式
与线性 I 模式类似,也使用线性插值来压缩音频。但它不是像线性 I 模式那样向下取整,而是向上取整——类似于采样保持 II 模式。
与所有模式一样,更高的采样率和更低的位深度会产生处理程度更高的声音。
零
填充模式使用不同的算法,直接使用输入采样值开始一个新的音频块,并用零填充每个音频块中的剩余空间。这是其他比特粉碎器中常见的效果,可为任何经过它处理的声音提供独特的音频体验。
Pixelator is an ultra-precise bitcrusher plugin created by JST for sound design and music production. This bitcrushing solution was created with input from producers, sound designers, and musicians to ensure that each mode allows you to create low resolution audio and bit crushed sound with unique sonic characteristics and maximum accuracy.
It’s also incredibly effective for sonic exploration and 8-bit/chiptune-style music!
What is Bitcrushing?
Bitcrushing is a sound effect that is created by reducing the number of bits used to represent a sound wave. Bitcrushing can be used to create a variety of effects, such as making a sound distorted, crunchy, or lo-fi. The easiest way to achieve these effects is through the use of a bitcrusher plugin like Pixelator. In music, bitcrushing is often used to create a distorted or crunchy sound. It can also be used to create a lo-fi sound, which can be desirable for certain genres of music, such as hip hop and electronic music.
In movies and TV, bitcrushing is often used to create tension, unease, or danger. It can be used in place of clippers like JST Clip on explosions and other loud noises and is often added to film scores to tie the music back to the environment.
In video games, bitcrushing is often used to create a retro or nostalgic sound or as a layer to maximize the impactfulness of sounds as you might hear in movies. In recent years, bitcrushing has become increasingly common in first-person shooters like Battlefield and Call of Duty.
5 Bitcrushing Modes
Pixelator offers five unique algorithms for bitcrushing, defined as mothat you can select from within the plugin. With two Sample & Hold options, two Liner options, and a unique Zero Pad mode, you’ve got lots of choices when it comes to how you manipulate your audio.
Sample & Hold I
Sample and hold is a technique used to reduce the sample rate and bit depth of audio. It works by repeatedly sampling the audio signal at a lower rate and then storing the value of each sample in a register. The register can only hold a certain number of bits, so when the audio signal is sampled at a lower rate, the values of the samples are rounded down to the nearest value that can be stored in the register. This process of rounding down the values of the samples causes the audio signal to be degraded in quality.
Sample & Hold II
The alternate Sample & Hold mode follows the same process as Sample & Hold I, but instead of rounding down to the nearest value that can be stored in the register, it holds and repeats the maximum value encountered in the previous block, applying this maximum value to subsequent samples until the start of the next block.
Linear I
This mode applies linear interpolation within each block of audio, introducing more high-frequency loss as sample division is increased and bit depth is reduced.
Linear interpretation is a method of converting high-fidelity signals to low-fidelity signals by sampling the high-fidelity signal at regular intervals and then converting each sample to a low-fidelity value. This method causes high-frequency loss in audio because the low-fidelity values are not able to represent the full range of frequencies in the high-fidelity signal.
The higher the Sample Division, the more distorted the representation of the audio will be.
Linear II
Like Linear I, this mode uses a form of linear interpolation to bitcrush audio. Instead of rounding down the values as Linear I does, it rounds up instead – behaving similarly to how Sample & Hold II does.
As with all modes, more sample division and lower bit depths create a more processed sound.
Zero Pad
In Zero Pad mode, a different algorithm is applied that starts a new block using the input samples directly and pads the remaining space within each block with zeros. This is an effect that is commonly offered in other bitcrushers, offering a unique audio experience for any sounds processed through it.
https://joeysturgistones.com/collections/mixing-plugins/products/pixelator
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