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Valhalla DSP ValhallaRoom v1.5.1 / v1.6.3 [WiN, MacOSX]

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WiN:R2R小组| 2018年7月22日| 3 MB
MAC:CODESHiNE小组| 2020年12月24日| 16兆字节

完美和精确的算法愿景。
它是A级班,在其部门中排名第一。

ValhallaRoom是一种通用的,真实的立体声算法混响。它具有十二种原始混响算法(包括最新的深色混响模式,Nostromo,Narcissus,Sulaco和LV-426),并产生多种自然混响声音。声音的范围从狭窄的环境和房间到传统的大厅和板式声音,一直到广阔的调制空间。某些“经典”房间模拟箱以及最新的现代理论对算法设计产生了影响。

ValhallaRoom是从心理声学的角度设计的。VRoom不会创建简化物理空间的简化物理模型,而是生成早期和晚期声能,这些声能提供创建“理想化”房间印象所需的空间和相位提示。

ValhallaRoom说明:

-独特的“早期混响”部分允许用户拨入微弱和短暂的早期混响能量,以及最长1秒的门控混响。

-后期部分产生自然的混响衰减,范围从0.1秒到100秒。衰减可以在3个可调频段中进行控制。

-早期和晚期混响部分均具有可调节的调制,以产生从郁郁葱葱的合唱到微妙而自然的长时间衰减的声音。

-ValhallaRoom是真正的立体声。早期和晚期混响部分均为立体声输入和立体声输出。可以随时间控制立体声通道之间的能量散布,这有助于保留输入的空间图像。

-GUI的设计易于导航,其灵感来自JosephMüller-Brockmann,NASA控制面板和芝麻街。

-可调整大小的GUI。使它变大或变小,或使其最适合您。

新的1.5.1:重新设计的界面!更好地利用空间,并提供两种用户可选的配色方案(蓝色和旧色)。

-全面的预设浏览器使保存,调用和共享设置变得容易。

-完全兼容32和64位DAW(用于OSX和Windows的32/64位VST,用于OSX的32/64位音频单元,用于OSX和Windows的32位RTAS,用于OSX和Windows的64位AAX)。

12种原始混响算法:

  • 大房间。旨在模拟具有宽广空间感的大型房间,并具有平滑的“失谐”调制。
  • 中间房间。比大房间稀疏,具有更多随机调制。
  • 明亮的房间。郁郁葱葱,栩栩如生的混响,具有深沉的调制力和较慢的打击音。
  • 大庭。具有一致的高回声密度和细微的失谐调制的平滑衰减。
  • 暗室。与原始的大腔室算法相似,但更大,更暗,具有更深的失谐调制。
  • 暗室。低俗的早期数字混响与ValhallaRoom中发现的现代算法之间的混合体,具有降低的高频成分,嘈杂而茂密的随机调制,巨大的空间图像,回声密度,从低俗到浓密,同时保持清晰度,以及无与伦比的Mojo。
  • 黑暗空间。巨大的黑暗空间,早期回声密度稍微稀疏,并且具有深度失谐调制。
  • 诺斯特罗莫(Nostromo)。深沉,黑暗,回响的混响。早期回声密度非常稀疏,密度缓慢建立,随机调制,空间图像宽。
  • LV-426。黑暗,深空的混响,具有Nostromo和Narcissus的宽广的空间像,但初始回声密度比这些混响中的任何一个都高。LV-426的攻击速度比其他模式要慢一些,并且具有高度扩散的随机调制功能,可以抑制郁郁葱葱的衰落。
  • 水仙。黑暗,郁郁葱葱,宽阔,具有随机调制功能,可迅速建立丰富的合唱效果。Nostromo的小兄弟姐妹,但仍然很大。专为降低CPU消耗而设计。
  • 苏拉科。带有调制效果的黑暗,以及清晰居中的立体声图像。Late Size控件可以将混响从狭窄的房间扫到广阔的回声空间。
  • 密室。与“大房间”相似,但早期回声分布更密集,并且在保持黑暗算法的“黑暗度”的同时,发出更明亮的音调。伟大的军鼓!

现在已更新至1.6.3版!添加了VST3支持,适用于Mac的签名并经过公证的安装程序(适用于Big Sur),适用于Windows的签名安装程序

WiN: Team R2R | 22 July 2018 | 3 MB
MAC: Team CODESHiNE | 24 December 2020 | 16 MB

ValhallaRoom is a versatile, true stereo algorithmic reverb. It features twelve original reverberation algorithms (including the latest Dark reverb modes, Nostromo, Narcissus, Sulaco and LV-426), and produces a wide range of natural reverberation sounds. Sounds range from tight ambiences and rooms, through traditional hall and plate sounds, all the way up to vast modulated spaces. The algorithm designs have been influenced by some of the “classic” room simulation boxes, as well as state of the art modern theory.

ValhallaRoom has been designed from a psychoacoustic perspective. Instead of creating a simplified physical model of a simplified physical space, VRoom generates early and late acoustic energy that provides the spatial and phase cues needed to create an “idealized” room impression.

ValhallaRoom Description:

– Unique Early reverb section allows user to dial in subtle and short bursts of early reverberation energy, as well as gated reverbs up to 1 second in length.

– The Late section produces natural reverb decays ranging from 0.1 seconds to 100 seconds. The decay can be controlled in 3 adjustable frequency bands.

– Both Early and Late reverb sections have adjustable modulation, to produce sounds ranging from lush chorusing, to subtle and natural long decays.

– ValhallaRoom is true stereo. The Early and Late reverb sections are both stereo-in, stereo-out. The spread of energy between the stereo channels can be controlled over time, which helps preserve the input spatial image.

– The GUI has been designed for easy navigation, and is inspired by Joseph Müller-Brockmann, NASA control panels, and Sesame Street.

– Resizable GUI. Make it really big, or really tiny, or whatever suits you best.

New in 1.5.1: Redesigned GUI! Better use of space, and 2 user-selectable color schemes (Electric Blue and Old School).

– A comprehensive preset browser makes saving, recalling and sharing settings easy.

– Fully compatible with 32 and 64 bit DAWs (32/64 bit VST for OSX and Windows, 32/64 bit Audio Units for OSX, 32-bit RTAS for OSX and Windows, 64-bit AAX for OSX and Windows).

12 original reverberation algorithms:

  • Large Room. Designed to emulate big rooms with a wide spatial impression, with smooth “detuning” modulation.
  • Medium Room. Sparser than Large Room, with a more random modulation.
  • Bright Room. A lush, shinier-than-life reverb, with deep modulation and a somewhat slower attack.
  • Large Chamber. Smooth decay with consistent high echo density and subtle detuning modulation.
  • Dark Chamber. Similar to the original Large Chamber algorithm, but bigger and darker, with deeper detuning modulation.
  • Dark Room. A hybrid between the grungy early digital reverbs and the modern algorithms found in ValhallaRoom, with reduced high frequency content, noisy yet lush randomized modulation, a HUGE spatial image, echo density ranging from grungy to dense while retaining clarity, and tons of mojo.
  • Dark Space. A HUGE dark space, with a somewhat sparser early echo density and deep detuning modulation.
  • Nostromo. Deep, dark, echoing reverb. Very sparse early echo density, slow density build, random modulation, wide spatial image.
  • LV-426. A dark, deep space reverb, with the wide spatial image of Nostromo and Narcissus, but with a much higher initial echo density than either of those reverbs. LV-426 has a somewhat slower attack than the other modes, and has highly diffuse random modulation for lush decays.
  • Narcissus. Dark, lush, wide, with random modulation that quickly builds into rich chorusing. The little sibling of Nostromo, but it is still big. Designed for low CPU consumption.
  • Sulaco. Dark with lush modulation, and a well-centered stereo image. The Late Size control can sweep the reverb from tight rooms to vast echoing spaces.
  • Dense Room. Similar to Large Room, but with a denser distribution of early echos, and a tone that is brighter while still having the “darkness” of the Dark algorithms. Great for snare drums!
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