Isolate stereo sound for bass shaker query

  • Thread starter Falan
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Hi there I am trying to get my bass shaker to only activate when pure stereo (I could mean mono) input is detected. It is for first person shooters and I do not want it constantly triggering on background explosions and other sound effects. If it can be set to just stereo it should just activate when my own weapon is fired.

I am using Equiliser APO software for the low pass filter to the bass shaker.

Any feedback greatly appreciated as I have no idea how to set this up thanks :)

Fal
 
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Hi there I am trying to get my bass shaker to only activate when pure stereo (I could mean mono) input is detected. It is for first person shooters and I do not want it constantly triggering on background explosions and other sound effects. If it can be set to just stereo it should just activate when my own weapon is fired.

I am using Equiliser APO software for the low pass filter to the bass shaker.

Any feedback greatly appreciated as I have no idea how to set this up thanks :)

Fal

Unfortunately thats not possible. The only way for something like that to work is through simvibe software which activates the transducers based off of game inputs instead of audio, and simvibe is only really supported in racing games. I would love for other games to get simvibe support but the only non racing game i recall with support is rollercoaster tycoon.
 
Unfortunately thats not possible. The only way for something like that to work is through simvibe software which activates the transducers based off of game inputs instead of audio, and simvibe is only really supported in racing games. I would love for other games to get simvibe support but the only non racing game i recall with support is rollercoaster tycoon.

Ah damn I was looking into that yeah that is too bad then! I was hoping for some kind of solution where the bass shaker and recognise certain sound waves and only activate then - but that sounds like exactly what Simvibe does :)

Ok thanks again :)
 
I wonder if you could make some sort of device to only enable the shaker when you press the fire button? I'm sure there's a way you could get an Arduino to listen out for your fire button and activate some sort of trigger to pass the signals to the shaker.
 
I wonder if you could make some sort of device to only enable the shaker when you press the fire button? I'm sure there's a way you could get an Arduino to listen out for your fire button and activate some sort of trigger to pass the signals to the shaker.

You probably could do but that would only work for semi-automatic weapons, if you are firing a weapon that cycles more than one shot per trigger pull then it would not sense the next shots.

Thanks for the thought though, I think I am done with it now as there is no easy solution it would be too impractical for a wider audience to use. I settled for my headphones mirroring the sound to my 5.1 subwoofer and just using a low filter to cut out the higher frequencies.
 
Have a go at duplicating the "centre" channel only for tactile and then apply EQ or a filter to utilise the frequencies better. This way it will not effect your audio but you may find it works better than using the .1 channel. Usually the LFE channel commonly used for Buttkickers etc has low frequencies from ALL channels combined filtered by a crossover.

You could use a spectrum analyser to monitor the frequencies used for the "gun sounds" then you can boost those frequencies and filter others. Don't over do it but you should get decent results with this approach.

If you do not have suitable means to analyse an input directly from or going into your PC then try reducing other in-game sounds if possible and use one of the many free apps on apple/android that monitors audio via the mic on a phone/tablet.

Hope it is of some benefit.
 
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I wonder if you could make some sort of device to only enable the shaker when you press the fire button? I'm sure there's a way you could get an Arduino to listen out for your fire button and activate some sort of trigger to pass the signals to the shaker.

One area that nobody mentioned is with "inferior game audio" but being able to remove certain audio/frequencies out of the mix and then only send to the tactile what you want?

All very fancy of course but what If I wanted to try and get the very best tactile from say a game like Battlefield 1 or other high intense action title. As part of my own cockpit build I will be researching this further.... :)

With a DAW and Digital Audio Interface we can rewrite what is possible perhaps compared to normal EQ or just filters? My own eyes are getting opened in this area since starting to monitor Simvibe via my digital interface and software. Not sure on the limitations with a live source and using real-time tools...

Here is a list of features of just one plugin.
With a DAW what can be done is amazing with hundreds of various specific plugins.


Real-time VST plug-in for audio separation.

Applications:

  • Voice removal: Mute lead voices to allow singing over backing track (i.e. for karaoke).
  • Musical analysis of recordings: Isolate riffs and solos in a song; listen carefully to single instrument performances and find out what effects they use.
  • Remixing: Extract sounds from your favourite songs; copy them into different tracks; create personal remixes.
Main features:

  • Pan filter: Extract sounds with different panning.
  • Phase-difference filter: Extract sounds without stereo reverberation.
  • Frequency filter: Extract frequency bands.
  • Dual operation mode (solo/mute): Choose whether to listen or mute the selected sounds.
 
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