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zircon
KVRAF
 
4376 posts since 15 Mar, 2004, from Columbia, MD

Postby zircon; Mon Jun 27, 2016 8:31 am Super Audio Cart: v1.1 Update Available Now!

https://www.youtube.com/watch?v=hCR9mGPO8fY

Welcome to Super Audio Cart v1.1! This update features new content, new features, new snapshots, and bug fixes. If you purchased Super Audio Cart before July 20th, 2016, you can download the update and install using the following instructions:

1. Make Backups
Back up your original Super Audio Cart.nki file. This way, you can switch back to it at any time as needed.

2. Download the Update Content
Super Audio Cart v1.1.3

This update archive contains:
* Instruments folder with 2 NKIs (one new, one updated)
* Samples folder with a new FC subfolder, and new NKR/NKC files
* Data folder (updated file)
* Snapshots folder (with integrated new 1.1 presets)
* Documentation folder (updated file)

3a. SAFE Method: Unpack the Update in a Separate Folder
This method is time consuming but ensures you won't mess up your existing installation.
* Move the contents of the update Instruments folder to the Super Audio Cart/Instruments folder, and overwrite when prompted.
* Move the contents of the update Samples folder to the Super Audio Cart/Samples folder.
* Move the SNAPSHOTMETA.nka file from the update Data folder to the Super Audio Cart/Data folder, and overwrite when prompted.
* Move the new manual PDF file from the update Documentation folder to the Super Audio Cart/Documentation folder.
* Move the contents of the update Snapshots folder to the Super Audio Cart/Snapshots folder, and overwrite when prompted.

3b. FAST Method: Unpack the Update in the Super Audio Cart Folder
Doing this will merge the new files with your existing installation. If prompted, you should OVERWRITE existing files.

4. Load the NKI and click the logo to confirm library version (v1.1.3)

5. OPTIONAL: Download the new snapshots separately
The download above includes the 140+ new snapshots integrated with the existing factory library. However, you can also download the new sounds separately, and put them in another location (for example, your "User Content" folder.)

1.1 New Snapshots

1.1.3 CHANGELOG

New Content
We have added an 8th system, the Famicom (FC). This is not simply the Japanese version of the NES: it offered unique sound capabilities through peripherals like the Famicom Disk System (FDS), and cartridge-based VRC6 & VRC7 chips. We have sampled these three sound chips to capture 27 new waveforms!

New Patch Type
For those interested in strictly single-layer sounds, we've created a "Super Audio Cart (1 Layer)" NKI. This NKI disables Layers B, C, and D to optimize resource usage and improve load times. This is great if you are using all authentic sounds, however since Layers B-D are disabled, it does not load existing snapshots.

New Engine Features
* "Vel Range" can be now set for each layer. If a velocity is received outside this range, the layer will not trigger.
* "Note Length" can now be set for each layer. For non-arpeggiated notes, this controls how long the layer voices will hold before they are cut off, independent of key press time or volume envelope. Very useful for drum and FX sounds.
* The FX Rack now supports saving and loading of FX presets, as well as easy initialization of layers or ALL racks at once.
* You can now LOCK your FX rack settings. When locked, FX will not change when snapshots are changed.
* New boolean modulation destinations: FX on/off toggles as well as arp on/off per layer or global.
* New modulation destinations: Pitch and Filter envelopes (ADSR + Depth).
* New modulator type: ADSR. This allows you to create a custom envelope and use it to modulate any parameter.
* New modulator type: Keyswitch. Use keyswitches as latching (tap to toggle on/off) or non-latching (must be held) to control boolean destinations.
* New modulator types: CC, Vel, and Key Range. These can all be used to toggle boolean destinations. For example, CC range can be set to CC1, 10 to 50. This means the destination will be set ON if CC1 is between 10-50, and OFF otherwise.

Major Bug Fixes
* RAM usage has been optimized by up to ~80MB per patch by unloading IR samples for unused (bypassed) convolution reverbs.
* Global FX modulation no longer restricts modulation of the same FX controls on layers. For example, if you modulate Global EQ HF gain, you can now also modulate EQ HF gain on any layers.

Minor Bug Fixes
* Some advanced controls (porta retrigger, vibrato intensity, pitch bend range) were not loading their values properly on all layers, this is fixed.
* Map range/fixed note now displays as MIDI note name, instead of note number.
* Filter names have been slightly adjusted for consistency.
* Fixed minor bug with LFO / envelope triggering.
Peak Rider 2: Advanced Dynamic Processor, now available!

Impact Soundworks - Electric + acoustic guitar, big metals, world instruments and more!
User avatar
ELECTRONICHAOS
KVRist
 
144 posts since 20 Mar, 2015, from Quebec, Canada

Postby ELECTRONICHAOS; Mon Jun 27, 2016 8:52 am Re: Super Audio Cart: v1.1 Update PUBLIC BETA + Call for new snapshots

That sounds good but ... I've seen nothing about the custom mapping for drums.
Guessing that'll be coming later.
One way or another, you can't deny death.
Simply said...
We're dead but we just don't know it yet.
zircon
KVRAF
 
4376 posts since 15 Mar, 2004, from Columbia, MD

Postby zircon; Mon Jun 27, 2016 9:18 am Re: Super Audio Cart: v1.1 Update PUBLIC BETA + Call for new snapshots

Yes that is planned, but not for 1.1 - we wanted to get this content and feature update out first!
Peak Rider 2: Advanced Dynamic Processor, now available!

Impact Soundworks - Electric + acoustic guitar, big metals, world instruments and more!
User avatar
ELECTRONICHAOS
KVRist
 
144 posts since 20 Mar, 2015, from Quebec, Canada

Postby ELECTRONICHAOS; Tue Jun 28, 2016 7:14 am Re: Super Audio Cart: v1.1 Update PUBLIC BETA + Call for new snapshots

zircon wrote:Yes that is planned, but not for 1.1 - we wanted to get this content and feature update out first!

Either way, I'm thrilled!
One way or another, you can't deny death.
Simply said...
We're dead but we just don't know it yet.
warfighter67
KVRist
 
340 posts since 16 Oct, 2011

Postby warfighter67; Sat Jul 02, 2016 7:46 am Re: Super Audio Cart: v1.1 Update PUBLIC BETA + Call for new snapshots

Hey Zircon, not sure if it's an issue on my end, but the 1 Layer version of the instrument doesn't play the FC samples. They can be loaded but when a key is pressed, nothing happens. The multi-layer version works fine for me.
zircon
KVRAF
 
4376 posts since 15 Mar, 2004, from Columbia, MD

Postby zircon; Tue Jul 05, 2016 9:38 am Re: Super Audio Cart: v1.1 Update PUBLIC BETA + Call for new snapshots

Fixed with new update today!
Peak Rider 2: Advanced Dynamic Processor, now available!

Impact Soundworks - Electric + acoustic guitar, big metals, world instruments and more!
zircon
KVRAF
 
4376 posts since 15 Mar, 2004, from Columbia, MD

Postby zircon; Wed Jul 20, 2016 8:18 am Re: Super Audio Cart: v1.1 Update Available Now!

The version 1.1 update is now available to all users! Check out the first post for update instructions and a "What's New" video.
Peak Rider 2: Advanced Dynamic Processor, now available!

Impact Soundworks - Electric + acoustic guitar, big metals, world instruments and more!
User avatar
Norrin_Radd
KVRist
 
105 posts since 2 Jan, 2012

Postby Norrin_Radd; Sun Aug 07, 2016 5:00 am Re: Super Audio Cart: v1.1 Update Available Now!

Excellent, I was just noticing a problem with the mono feature on layer B C and D. This patch fixed that :D Also, thank you so much for allowing the users to change stuff under the hood as well. Such as the lag time for the pitch bend.

Maybe a heads up for an expansion down the line: The NES in the back half of it's life span would often use instruments that were a mix of one frame of a duty cycle, followed by a loop of another.

So, you could get the attack of a 12.5 duty cycle, but the sustain of a 25 or 50. Konami (and Ultra) were kings of doing this, and a big part of their sound was in using this to create a unique pluck sound that defined their games sound.

Capcom didn't use this technique as heavily, but they instead focused on clever use of scooping the volume for a frame or two right after the attack of a note, then bringing it right back up, so when it is played in arpeggios, there is a noticeable hollow bounce. Think Snake Man from Mega Man 3.

I've made a bunch of these samples for use in Kontakt myself using FamiTracker, but it would be really nice to see them coming out of Super Audio Cart.

Please, let me know if you ever need some more detail or examples. Loving this release.
A heaping dose of outrageously goofy synth tracks, scores and chiptunes.

http://www.mattcreameraudio.com
zircon
KVRAF
 
4376 posts since 15 Mar, 2004, from Columbia, MD

Postby zircon; Sun Aug 07, 2016 10:08 pm Re: Super Audio Cart: v1.1 Update Available Now!

That's a great suggestion. You can emulate this to a degree by using the arp set to "hold" mode, turn on the Wave table and reduce the step size to 2. Then set the speed to a very fast value (synced or free). You can put a 12.5 pulse on the first step and 25 or 50 on the second, which will then hold out. Very useful for leads. I agree though that it would be nice to capture it from the system proper (I also want to get some additional tonal DPCM sounds!)
Peak Rider 2: Advanced Dynamic Processor, now available!

Impact Soundworks - Electric + acoustic guitar, big metals, world instruments and more!

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