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Showing content with the highest reputation on 05/30/2016 in all areas

  1. O MY WADDUP! The album is here and you can check it out/buy it! http://overclockedrecords.com/release/spring-break-dj-set/ Please let us know what you think, it's been a lot of work!
    4 points
  2. The album as a whole is amazing, it can paint a mental image on how the bosses will fight you. I will definitely recommend this series to anyone who want an epic playlist to go boss rush mode on or go on rampage on Hotline Miami!
    2 points
  3. OC ReMix & Impact Soundworks are pleased to officially announce the release of SUPER AUDIO CART, the definitive retro game instrument and a project eight years in the making! Instrument Page: Read More & Purchase Super Audio Cart features eight legendary video game systems recorded in exhaustive detail using a slew of specialized cartridges and hardware: Atari 2600 Commodore 64 Sega Master System Game Boy Sega Genesis (Mega Drive - Model 1, naturally) NES Famicom (w/ VRC6, VRC7, FDS) SNES (Super Famicom) These samples combine to form more than 630 multisampled sound sources: everything from pulse oscillators and noise generators, to essential FM patch layouts, true lo-fi PCM drums and hacked/circuit-bent setups. When you play a Commodore 64 PWM patch or an NES drum kit, you aren't hearing an emulation: these are the real sounds coming straight from each console. But Super Audio Cart goes far beyond authentic game sounds. We created an incredible KONTAKT PLAYER engine (with full NKS compatibility) pushing Kontakt to its limits to provide a huge range of sound design features and 1200 factory presets in total. This engine lets you transform simple pulses, saws, and 10kb samples into monumental pads, dirty EDM basses, hip hop leads and anything else you can think of. SAMPLE CONTENT Over 5,800 meticulously edited samples in total All-new bank of custom SNES samples (400+ instruments) 120+ classic FM instruments from the best Genesis soundtracks Hundreds of sound effects, both sound sources + presets Synthesized and DPCM sampled drumkits Tons of waveforms and circuit bent oscillators ENGINE FEATURES Up to 4 simultaneous and independent sound source layers Five total FX racks (one per layer and global) with a custom "SNESVERB" module Independent arpeggiator/sequencer & gate, including wave sequencer Full control over envelopes, mapping range, keytracking and tuning Customizable portamento (including poly portamento) Over a dozen filter models (LP, HP, BP, notch) MIDI learn / CC links to any parameter or control XY controller for layer blending or modulation (also MIDI learnable) And the crown jewel, a 64-slot custom mod matrix built from scratch. We'll be making a video just for this since it can do so much - create and assign custom LFOs to virtually any parameter, use MIDI CC, random numbers, velocity, key position, and aftertouch (to name a few), modulate FX and controls globally or per-layer... etc. And you can bet the factory library makes great use of it! AUDIO DEMOS https://soundcloud.com/isworks/sets/super-audio-cart-demos Super Audio Cart was produced as a collaboration between Impact Soundworks and the OverClocked ReMix video game music community, and is available now for the MSRP of $149 with FULL Kontakt Player and NKS compatibility! Get the library here! Let us know what you think! VIDEO TUTORIALS (Playlist) https://www.youtube.com/watch?v=n_kB2z4rCmo QUOTES "Super Audio Cart is so much fun, and absolutely spot-on for simulating retro game sounds. This is absolutely a fantastic sample library for all game music fans." -Yasunori Mitsuda (Chrono Trigger, Chrono Cross, Xenogears) "It's extremely convenient to be able to create arrangements with such diverse sounds so quickly, just using MIDI. Of course, Super Audio Cart isn't just for 'retro' sounds - it's also very useful for modern music as well." -Yuzo Koshiro (Streets of Rage, ActRaiser, Revenge of Shinobi, Etrian Odyssey) "Super Audio Cart is without doubt the best plugin for all your chiptune needs, it's got the lot and they're all glorious!! Having all these authentic sounds in one place is the best idea since someone said, 'Let's put a rap in Donkey Kong' ... oh wait." -Grant Kirkhope (Donkey Kong 64, GoldenEye, Banjo-Kazooie, Civilization: Beyond Earth) "Super Audio Cart fills a niche in my chiptune arsenal that has been sorely lacking. The SNES-style patches sound so authentic, and the multi-chip patches bring usability and versatility I haven't seen in a chiptune instrument before." -Danny Baranowsky (Crypt of the NecroDancer, Binding of Isaac, Super Meat Boy)
    1 point
  4. Sorry for the delay guys. I'm hoping Xenonetix logs in soon, I would hate to have someone miss the first deadline of the compo. Just about everything else is lined up though, and I have good news on top of that. Odai has finished our sig banners for the rRPC 2016! I'll be sending everyone a PM with a link to the folder the files are all in shortly.
    1 point
  5. Super incredibly last minute but my entry is in!
    1 point
  6. I'll have something before the deadline, I swear! ^^
    1 point
  7. so it did hah oops brain didnt process that it ended 5 days AGO not TO GO For sure, loved Dusks entry, it was awesome
    1 point
  8. I don't know about puns but I called dibs on the stupidest names.
    1 point
  9. Or maybe we could stop discussing this and hyping how awesome this looks? I personally cannot wait to see the "puns" djp and zircon put for the presets. ^^
    1 point
  10. I always wondered what the llama did to deserve it. Anyway, my interest in this - apart from a sound library that leaves Mega Drive well-represented - is seeing how capably it can emulate the sort of things that happen with chips that is more difficult to capture through samples, even though authenticity is only one feature of this project. For example, LFO control should obviously be a given, but MD's chip has a small range of possible settings that I think should be simple to reproduce. Some of Streets of Rage's instrument sounds are distinct partly because of the LFO settings, and the .tfi rip won't cover that. In fact, the reason I've been missing for a while is a heavy research project definitively and quickly identifying MD instrument use, which happens to be totally relevant to this product: the TFI collections out there are nearly useless without proper vetting and organization.
    1 point
  11. As the ISW tech support guy, I had nothing to do with the development of SAC other than general cheerleading. That being said, I can't wait to answer YOUR emails when you can't figure out how to extract a RAR file! (Also this library is going to be awesome and I can't wait to start playing with it)
    1 point
  12. This just in, zircon and djpretzel claim to be part of the OCR community, BUT DO THEY REALLY WHIP THE LLAMA'S ASS?
    1 point
  13. Yes, and also... yes. We don't use direct game names, but for many of the Genesis sounds specifically, you can easily guess based on preset euphemisms/references. Recreating most types of SNES/Genesis sounds is entirely doable, and with the other systems, all the core waveforms are there. It's pretty darn flexible and has pretty wide coverage. So let me get this straight... any time the staff & founder of OCR want to put OCR's name on something, we need "clearance" from "hundreds" of people? Have you noticed that you're the only one expressing this perspective? That's why I asked others who might agree to chime in - it's so bizarre and out of left field that I'm genuinely curious if anyone else feels the same, or similarly. If as the founder/president of OverClocked ReMix, LLC I have to get "clearance" from "hundreds" of other people before doing something like this, I'd quit. So would you, if you were in my shoes. There ARE decisions that involve/require community feedback, namely when we do anything that affects the submissions process or content policy. We didn't get "clearance" from "hundreds" to run our FF6 kickstarter, or for that matter to release Random Encounter, which YOU directed. I'm not going to throw insults at *you* personally, but your *position* on this matter *appears* to be hypocritical & inconsistent... it's a VGM-related sample library, worked on by many OCR regulars/veterans, conceptualized by the founder of OCR & a former-judge and current ReMixer who's organized some amazing OCR albums. Again, the connectivity & relevance seem blatantly obvious to me, and appear intuitive enough to others. FWIW, I do appreciate the role of "watchdog" and I don't mind decisions like this being questioned, but you're going beyond questioning and just making bad faith assumptions that don't seem to be grounded in reason. There's a cutoff point where it stops being "useful questioning of authority that prompts warranted reflection" and starts being paranoid accusation, incomplete appreciation of reality, or repetition of unreasonable & inconsistent claim... If you cannot explain the above inconsistency more clearly, perhaps refrain from further contributing to the thread until your position is more fully-formed?
    1 point
  14. Here's a little bit about how this instrument came to be. Way back in ~2007-2008, Dave had the idea to do a sample library based on arcade sounds. "Samplecade" was the original title. I expressed some interest in helping, since at the time I had just worked on my first sample library project w/ Impact Soundworks. He recorded some source material but we didn't get much further at that point. We talked about it from time to time. A few years ago, after spending some time composing for a game that called for an SNES-style score, I had the idea of creating some ORIGINAL sounds and then making these into a virtual instrument for ISW. We started doing some early tests in 2014. Dave & I began talking again and he shared with me his grander vision; what this instrument COULD be... a definitive collection of not just SNES sounds, but other essential 8 & 16-bit systems as well. I thought it was a great idea and set to work slowly but surely assembling elements of the library. PROTODOME recorded the C64, NES & Gameboy sounds and designed some early artwork. Seeing some gaps, Shaggy (theshaggygreak) contributed more C64 material. Neblix has been the lead engineer on the project doing a monumental amount of engine programming. By my count that is 10 people from this community that have contributed to Super Audio Cart in some form... Not counting people who have, and will, write demo songs too. Of course, the entire community of OCR did not contribute - but we don't have hundreds of ReMixers on any ONE album project either. They're still OCR albums, made by the community. And it really bears repeating that, as djp said, a portion of the sales will be going directly to support OCR. Just like the proceeds from Patreon, site funds support things like printing physical copies of albums, putting on awesome panels at conventions, hosting/bandwidth, working with freelance developers for various projects related to the site, etc. In the literal and direct sense, the entire community benefits from this!
    1 point
  15. Pricewise, there really aren't any products that have this much sample content AND a really powerful synth engine to boot. As far as pure synths go: Sylenth1 is about $155. Zebra 2 is $199, and Diva is $179. Serum is $189. Massive is $199, FM8 is $199. Strobe 2 is $179. Just to name a few... and believe me this is a lot closer to a synth like those, than to a bunch of WAVs in a folder or a basic soundfont. The 5x FX racks, the independently programmable arps, mod matrix (can't say enough about that) definitely make it competitive with those in terms of features. Chipsounds is an obvious comparison at $95, granted. And to their credit, it's a great product. But it's also not sample-based, so it doesn't match the true output of any of the included systems. It doesn't have any SNES content at all, nor does it emulate the Genesis (as far as I'm aware). Nor does its engine have a flexible modulation matrix, or 8 FX (it has only 3 FX total). Another thing is that Chipsounds' preset library is very small. It's a synthesizer for people who really want to get into the nitty-gritty of each chip. A huge advantage of Super Audio Cart is that there are 1,000 snapshots ready to go. These range from pure, authentic mono waveforms and fully constructed drumkits, to crazy tricked-out layers that are fully performable. Chipsounds just does not have all that. In fact as far as I'm aware, nobody has ever released a true, original (not ripped) SNES sample set... and definitely not one this comprehensive. You COULD put together an array of different plugins and sample sets that might approximate the amount of content in this library. Maybe it would be cheaper; I doubt it, I'm not sure. BUT it wouldn't have a single, cohesive interface built for both easy tweaking & deep sound design, and it wouldn't have a universal collection of this many high-quality presets. That I DO know for sure.
    1 point
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