游戏时代Impact Soundworks Super Audio Cart 2 v1.0.4 [KONTAKT]

图片[1]-游戏时代Impact Soundworks Super Audio Cart 2 v1.0.4 [KONTAKT]-乐声音频-资源网

P2P | 07 February 2026 | 8.48 GB

以采样库的形式,重现了传奇的 8 位、16 位和 32 位/64 位游戏时代。它
全面采样了 19 款独具特色的游戏主机、掌机和音频芯片。
这是首个深入探索 Nintendo 64、SampleCell II 和 PlayStatoin 等平台的音色库。
超过 6000 个真实音源,从简单的波形到永恒的 PCM 原声采样,应有尽有。
借助强大的合成引擎,您可以自定义、调整和转换各种声音。

这是电子游戏音乐史的终极合集。
从 Atari 2600 (1977) 到 Game Boy Advance (2001),Super Audoi Cart 2 涵盖了多代传奇音频硬件——甚至包括 VRC6(仅在日本发售的 Famicom 外接设备)、SampleCell II(一款硬件声卡)和 MSX 家用电脑等鲜为人知的芯片。它

远不止脉冲波、哔哔声和噗噗声——当然,这些元素也包含在内! Super Audoi Cart 2 几乎包含了您能想象到的所有乐器音色,全部取自您最喜爱的游戏和主机。100

% 原汁原味,且完全免版税。
许多游戏主机使用 PCM 采样播放,而非纯粹的合成。我们并非从现有游戏中“提取”采样;而是花费数年时间,利用我们自己的采样库和精心编辑,从零开始,一丝不苟地重现了数千种经典音效。在适用的情况下,这些音效会直接从原版硬件播放,以达到最佳的真实感。

换句话说,Super Audoi Cart 2 中的音效与您记忆中最爱的复古游戏音效最为接近,而且您无需担心任何版权侵权或版税问题。

我们梦寐以求的 ROM 播放器终于面世。
像 Nintendo 64 和初代 PlayStatoin 这样的主机可以播放完整的音轨,而不仅仅是单个采样。在那个年代,作曲家们使用诸如 Roland JV-1080 和 SC-88、Korq M1、Akai S1000、E-mu Proteus 等设备,并通过游戏主机播放,最终创造出那个时代独具特色(如今也令人怀念)的音乐。

我们遵循类似的流程,确保 Super Audoi Cart 2 既真实还原原作,又实用易用。但我们并没有简单地从这些硬件设备中“提取”声音,而是选择了一条难度极高(但也更加灵活)的道路:我们打造了属于自己的虚拟梦幻硬件,并为其配备了专属的“Impact Factory Library”(IFL)。IFL

涵盖了所有通用 MIDI 音色以及更多内容,正如启发我们创作的硬件设备一样。我们录制并编辑了采样,使其风格与 90 年代中期的采样器相符,然后将其重新采样,适配 N64、PSX、SNES 和 GBA 等平台,正如当时电子游戏音乐的制作流程一样——从而实现了最高的真实性。

这些声音你从未听过。但如果你玩过那个年代的游戏,或者用过80、90年代的经典MIDI设备,它们会立刻唤起你的怀旧之情!

由一群游戏音乐狂热爱好者打造。
参与Super Audoi Cart 2开发的每一位开发者都与电子游戏配乐有着深厚的渊源。多年来,我们编排、研究电子游戏音乐,拥有过各种各样的游戏机和MIDI设备,并创作过我们自己的复古风格游戏配乐。我们是追求完美的执着者,尤其对我们珍视的事物更是如此,而我们对电子游戏音乐更是无比热爱。

简而言之,这是我们倾注心血的终极项目,一份真正的爱的结晶。它不仅拥有初代Super Audoi Cart及其后续扩展版Super Audoi Cart PC的所有优点,更在此基础上进行了诸多创新。

总体特性
– 四层强大合成器架构
– 每层均可独立设置,包括琶音器和音序器
– 智能声音浏览器
– 丰富的演奏配置,包括合成器连奏和滑音
– 八个宏旋钮和两个 XY 触控板
– 四通道 Console FX 机架外加主通道,超过 40 个效果模块
– MODRIX 具有无限的声音设计和演奏设计功能

层声音特性
– 音高弯音范围、键盘触发范围和力度范围 – 适用于多音色和分割音色
– 单音、连奏、滑音、指弹、恒定时间和固定音高模式
– 可调节力度到音量、滤波器截止频率和音高包络
– 带可选门限(固定长度)的幅度包络
– 专用滤波器和音高包络
– 超过 30 种滤波器型号,包括 Mooq、Oberheim 和其他各种类型
– 五种颤音波形,带可选淡入效果

层琶音器特性
– 两种模式:琶音器(在持续音符之间交替)和音序器(根据持续音符生成模式)
– 最多 32 步,速度每步 1/128 拍对应 1 小节,或每步 10 毫秒到 1 秒
– 可选 DAW 网格同步(仅在指定的节拍或细分上播放)
– 音量、声像和音符长度表
– 由 MODRIX 驱动的调制器表
– 适用于 8 位系统的波形表(每步切换波形)
– 最多 4 个八度,摇摆控制,8 种音符播放顺序
– 宏选项(禁用/启用所有步、疾驰、连接所有步/每隔一个步等)
– 三种循环结束行为:循环、停止(单次播放)、保持(保持最后一个音符)

Modrix 功能
– 13 种核心调制器类型:包络、LFO、步进器、力度、键位开关、MIDI CC、力度范围、键位范围、CC 范围、弯音、触后、随机、琶音调制表
– 8 个可分配的宏旋钮和 2 个 XY 触控板
– 可将信号路由至几乎任何图层参数(琶音器除外),以及任何实例化的 FX 参数
– 在单个视图中编辑每个路由的基准值、调制深度和曲率
– “有界”调制切换功能可智能地缩放调制范围
– 当多个调制信号路由至同一目标时,可选择加法或乘法模式
– LFO 重触发、单极/双极切换、自由同步或 DAW 同步、相位、整流、7 种波形、从零到极端步进的量化
– ADHSR 包络,具有独立的起音、衰减和释放曲率

FX 部分功能
– 每层 8 个 FX 插槽、8 个主插入插槽、8 个主发送插槽
– 每个通道静音、独奏、音量、预设、声像、输出路由
– 模拟和参数均衡器
– 四个压缩器、瞬态设计器、两个限制器
– 三个合唱/颤音、两个相位器、两个镶边器、旋转箱体、哇音踏板
– 环形调制器和 Freak 调制器
– 两个 fuzz 踏板、三个失真效果器、两个饱和器(普通和磁带)、抖晃和颤音
– 简易低保真和高级低保真模块,带有位深度、抖动、采样率、抖动、扩展、饱和度等功能
– 五个吉他放大器模型
– 基于 IR 的吉他箱体加载器
– 混响:Raum、Convolutoin、Galios、Plate、Leqacy、SNESVerb
– 延迟:Simple、PsycheDelay(音高和反向)、Replika(多模式,包括磁带)、Twin Delay
– 立体声建模器和立体声调音

版本 1.0.4- 修复了 MIDI 音符播放的时序问题- 对 GBA、N64、PSX 和 SNES 音源中的 115 个采样进行了进一步的音调修复。注意:要在现有的 DAW 项目中应用这些音调修复,需要在 Kontakt 中重新加载该乐器!版本 1.0.3- 修复了以下音源的八度偏移和音调问题:GBA(Round Synth Piano、Altera DreamX7、Altera Sweet DreamX7、Antigue Cymbal)、N64(EP 2、Celeste、Antigue Cymbal)、PSX(Celeste、Antigue Cymbal、Crotales)、SNES(Glockenspiel A SAC1、Glockenspiel B SAC1)- 修复了各个图层路由错误地叠加在一起并同步到相同值的问题,无论设置或调制器源如何。注意:要利用现有 DAW 项目中的音调和八度偏移修复,需要在 Kontakt 中重新加载乐器!版本 1.0.2修复了快照加载时调制矩阵路由到控制台目标会被删除的问题。版本 1.0.1- 修复了各种音调和循环点问题- 演奏中央 C 时,音调音源的音高保持一致- 调整了多个音源的标签和名称- 重新组织了快照,以匹配调整后的音源类别标签和名称- 改进了浏览器中音源名称的排序(已移除区分大小写)- N64 快照现在加载时带有 Bite 效果以模拟 DAC- 未选择任何主机标签时,浏览器结果列表中使用完整的主机名称- PSX 音源 Alien Liqhts、Echo Drops、Echoes、Galaxy Statoin、Niose Seg 1、Niose Seg 2、Warm Rain、Niose Sweep、Soft Pluck、Wineqlass、Glass Pad、Heavy Metal Impact、Metal Pad、Halo Pad、Vox Sweep、Fire Darts 和 Lament Sweep 现在可以播放正确的采样(与它们的 GBA、N64 和 SNES 版本相比)注 1:要利用音调、循环点和中央 C 音高一致性的修复,请执行以下操作对于已有的 DAW 项目,需要在 Kontakt 中重新加载乐器!注意 2:Maschine、Komplete Kontrol 和 Kontakt 浏览器需要手动刷新,以反映重新组织的快照结构!

需要 Native Instruments Kontakt Player 或 Kontakt FULL v7.10.9 及更高版本!

The legendary 8-bit, 16-bit, and 32-bit/64-bit eras of gaming in sample library form.
Exhaustively sampled from 19 distinctive consoles, handhelds, and sound chips.
The first library EVER to delve into platforms like the Nintendo 64, SampleCell II, and PlayStation.
Over 6,000 authentic sound sources, from simple waves to timeless acoustic PCM samples.
Customize, tweak, and transform sounds with a massively powerful synth engine.

The ultimate compendium of video game musical history.
From the Atari 2600 (1977) to the Game Boy Advance (2001), Super Audio Cart 2 encompasses multiple generations of legendary audio hardware – even obscure chips such as the VRC6 (a Japan-only add-on to the Famicom), SampleCell II (a hardware-based sound card), and the MSX Home Computer.

Far beyond mere pulse waves, bleeps, and bloops – although it has plenty of those, too! – Super Audio Cart 2 includes virtually any instrument you can imagine, taken straight from the worlds of your favorite games and systems.

100% authentic and royalty-free.
Many of the included systems used PCM sample playback rather than pure synthesis. We did not ‘rip’ samples from existing games; we spent years painstakingly recreating thousands of classic sounds from scratch using our own sample catalog and careful editing. Where applicable, these sounds were then played back directly from the original hardware for maximum authenticity.

In other words, the sounds in Super Audio Cart 2 are as close as possible to the sounds you remember from your favorite retro games, without any need to worry about copyright infringement or royalties.

Our dream ROMpler comes to life.
Systems like the Nintendo 64 and original PlayStation could play full audio tracks, rather than individual samples. In this era, composers used gear like the Roland JV-1080 and SC-88, Korg M1, Akai S1000, E-mu Proteus, and many others, which were then colored by playback on the consoles themselves to create the distinctive (and now nostalgic) music of this generation.

We followed a similar process to ensure that Super Audio Cart 2 was equal parts authentic and usable. But rather than merely ‘ripping’ sounds from these hardware units, we took an insanely difficult (but much more versatile) path: we created our own virtual dream hardware with its own “Impact Factory Library” (IFL).

The IFL covers all General MIDI sounds and much more, just like the hardware that inspired it. We recorded and edited samples to match the style of a mid-90s sampler.. and then re-sampled them for the N64, PSX, SNES, and GBA, exactly as would have happened for video game music at the time – thus giving us the highest possible authenticity.

These are sounds you’ve never heard before. And yet they will seem immediately nostalgic if you’ve played games from that era or used classic MIDI hardware from the ’80s to the ’90s!

Created by game music fanatics.
Every developer who worked on Super Audio Cart 2 has a deep connection to video game soundtracks. Over the years, we have arranged video game music, studied it, owned an array of consoles and MIDI hardware, and written our own retro-inspired game soundtracks. We are obsessive perfectionists, especially about things we care about, and we care a lot about video game music.

Simply put, this is our ultimate passion project, a true labor of love. It’s everything great about the original Super Audio Cart and its later expansion Super Audio Cart PC, plus so much more.

Overall Features
– Four layer power synth architecture
– Independent settings for every layer, including arpeggiator and sequencer
– Intelligent sound browser
– Extensive performance configurations, including synth legato and portamento
– Eight macro knobs and two XY pads
– Four channel Console FX rack plus master channel, over 40 effects modules
– MODRIX with unlimited sound design and performance design capabilities

Layer Sound Features
– Pitch bend range, keyboard trigger range, and velocity range – useful for multi and split patches
– Mono, legato, portamento, fingered, constant time, and fixed pitch modes
– Adjustable velocity to volume, filter cutoff, and pitch envelope
– Amplitude envelope with optional gate (fixed length)
– Dedicated filter and pitch envelopes
– Over 30 filter models, including Moog, Oberheim, and various other types
– Five vibrato waveforms with optional fade-in

Layer Arpeggiator Features
– Two modes: arpeggiator (alternates between held notes) and sequencer (generates patterns based on held notes)
– Up to 32 steps, speeds of 1/128 beat to 1 measure per step, or 10ms to 1s per step
– Optional DAW grid sync (play only on specified beats or subdivisions)
– Volume, panning, and note length tables
– Modulator table driven by MODRIX
– WAVE table available for 8-bit systems (switch waveforms per step)
– Up to 4 octaves, swing control, 8 note playback orders
– Macro options (disable/enable all steps, gallop, tie all steps/every other etc.)
– Three loop end behaviors: loop, stop (one-shot playback), hold (holds final note)

Modrix Features
– 13 core modulator types: envelope, LFO, stepper, velocity, keyswitch, MIDI CC, velocity range, key range, CC range, pitch bend, aftertouch, random, arp mod table
– 8 assignable macro knobs and 2 XY pads
– Route to virtually any per-layer parameter (other than arp), plus any instantiated FX parameter
– Edit per-routing base values, mod depth, and curvature in a single view
– ‘Bounded’ modulation toggle to intelligently scale mod range
– Additive or multiplicative modes when multiple mods are routed to the same destination
– LFO retrigger, unipolar/bipolar toggle, free or DAW sync, phase, rectify, 7 waveforms, quantization from zero to extreme stepped
– ADHSR envelopes with independent curvature for attack, decay, release

FX Section Features
– 8 FX slots per layer, 8 main insert slots, 8 main send slots
– Per-channel mute, solo, volume, presets, panning, output routing
– Analog and Parametric EQ
– Four compressors, transient designer, two limiters
– Three chorus/vibrato, two phasers, two flangers, rotator cab, wah pedal
– Ring modulator and Freak modulator
– Two fuzz pedals, three distortions, two saturator (normal & tape), wow & flutter
– Simple lo-fi and advanced Bite lo-fi modules with bit depth, jitter, sample rate, dither, expansion, saturation, etc.
– Five guitar amp models
– IR-based guitar cabinet loader
– Reverbs: Raum, Convolution, Galois, Plate, Legacy, SNESVerb
– Delays: Simple, PsycheDelay (pitched and reverse), Replika (multimode including tape), Twin Delay
– Stereo modeler and stereo tune

Version 1.0.4
– Fixed timing of MIDI note playback
– Further tuning fixes on 115 samples across GBA, N64, PSX and SNES soundsources

NOTE: To take advantage of the tuning fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!

Version 1.0.3
– Octave offset and tuning fixes for the following soundsources: GBA (Round Synth Piano, Altera DreamX7, Altera Sweet DreamX7, Antique Cymbal), N64 (EP 2, Celeste, Antique Cymbal), PSX (Celeste, Antique Cymbal, Crotales), SNES (Glockenspiel A SAC1, Glockenspiel B SAC1)
– Fixed an issue where individual layer routings were incorrectly summing together and syncing to the same value regardless of settings or modulator source.

NOTE: To take advantage of the tuning and octave offset fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!

Version 1.0.2
Fixed an issue where mod matrix routings to Console targets would be deleted on snapshot load.

Version 1.0.1
– Various tuning and loop point fixes
– Consistent pitch of tonal soundsources when playing middle C
– Adjusted tagging and names of a number of soundsources
– Reorganized the snapshots to match the adjusted soundsource category tags and names
– Sorting of soundsource names in the browser is now improved (case-sensitivity removed)
– N64 snapshots now load with Bite effect to emulate the DAC
– Use full console names in the browser result list when no console tags are selected
– PSX soundsources Alien Lights, Echo Drops, Echoes, Galaxy Station, Noise Seq 1, Noise Seq 2, Warm Rain, Noise Sweep, Soft Pluck, Wineglass, Glass Pad, Heavy Metal Impact, Metal Pad, Halo Pad, Vox Sweep, Fire Darts and Lament Sweep are now playing correct samples (compared to their GBA, N64 and SNES counterparts)

NOTE #1: To take advantage of the tuning, loop point and consistent middle C pitch fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
NOTE #2: Maschine, Komplete Kontrol and Kontakt browsers need to be manually refreshed to take into account the reorganized snapshot structure!

Requires Native Instruments Kontakt Player or Kontakt FULL v7.10.9 and higher!

https://impactsoundworks.com/product/super-audio-cart-2/

游戏时代Impact Soundworks Super Audio Cart 2 v1.0.4 [KONTAKT]-乐声音频-资源网
游戏时代Impact Soundworks Super Audio Cart 2 v1.0.4 [KONTAKT]
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