SKU: 10011461120

Seymour Duncan 11103-91-B Black Winter High Output Passive Trembucker for Metal Bundle w/12x Guitar Picks and Liquid Audio Polishing Cloth

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Description

Seymour Duncan 11103-91-B Black Winter High Output Passive Trembucker for Metal Bundle w/12x Guitar Picks and Liquid Audio Polishing ClothBrand: Liquid Audio Features: INCLUDES: Seymour Duncan 11103 91 B Black Winter High Output Passive Trembucker Bridge Pickup Bundle with 12x Guitar Picks and Liquid Audio Polishing Cloth, offering a comprehensive package for delivering high output metal tones, versatile guitar playing, and instrument maintenance. HIGH OUTPUT METAL MONSTER: The Black Winter pickup is a savage, high output passive humbucker designed for extreme metal, featuring three

Brand: Liquid Audio

Features:

  • INCLUDES: Seymour Duncan 11103-91-B Black Winter High Output Passive Trembucker Bridge Pickup Bundle with 12x Guitar Picks and Liquid Audio Polishing Cloth, offering a comprehensive package for delivering high-output metal tones, versatile guitar playing, and instrument maintenance.
  • HIGH-OUTPUT METAL MONSTER: The Black Winter pickup is a savage, high-output passive humbucker designed for extreme metal, featuring three powerful ceramic magnets for maximum output and sustain in high-gain situations.
  • CRYSTAL CLEAR CLARITY: Custom overwound coil design ensures exceptional clarity in the mids and highs, while maintaining controlled and focused low-end response.
  • UNLEASH YOUR LOW END: Suitable for any tuning, including the lowest of lows, the Black Winter facilitates aggressive palm muting, fluid sweep picking, and punishing lead tones.
  • UNCOMPROMISING DISTORTION: Experience crushing distortion, fierce mids, and aggressive saturation, all while maintaining excellent string-to-string separation and sensitivity.
  • EXTENDED-RANGE VERSATILITY: Available in 7- and 8-string versions to handle even more extended-range low notes with ease. Pair the bridge Black Winter with the Black Winter neck model for maximum metal onslaught.
  • FENDER PICKS: Comes with a 12-piece set of high-quality picks, providing guitarists with a reliable and consistent option for their playing needs.
  • LIQUID AUDIO POLISHING CLOTH: Liquid Audio Polishing Cloth, which is a high-quality cloth designed to keep your guitar looking and sounding its best by effectively removing dirt and fingerprints without leaving any residue behind.

PartNumber: 11103-91-B

UPC: 810139691822

EAN: 0810139691822

Model: 11103-91-B PICKS BUNDLE

Item Condition: New

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SKU: 10011461120

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4.2 ★★★★★
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Thomas J. Shandorf
Alexandria, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
Cuba, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
N
Verified Purchase
NS
West Palm Beach, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Houston, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Carnegie, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022

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