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ShakeIt V3 Effects configuration

Wotever edited this page Jul 31, 2019 · 12 revisions

Introduction

No matter if you are using vibration motors or basshakers, always remember that less is more. SimHub offers you an extensive list of effects, but a single "output" (a shaker, a motor) will a have a limited bandwidth. As a general rule of thumb, avoid to fit more than 3 effects on a single shaker/motor (not counting gear change effect being really punctual)

Effects configuration

Custom channel allocation

When using multiple times the same effect you may want to redirect some of them to a specific set of shakers/motors/fans/sound card. You can separate an effect by giving it a specific output name, when doing this it will create a new dedicated entry in the output settings :

A new configuration line will then appear in the mappings :

Basshakers output specific : effects frequency configuration

ShakeIt converts effect output (level) to frequencies (sound), the optimal frequencies must be determined based on your own hardware (bass shakers), do not hesitate to read the specifications to get a first idea of optimal frequencies for your shakers.

When you have determined your working frequency range you can set it into the effects settings (default settings are matching cheap bass-shakers with a limited working range)

  1. Determines the data used to compute the frequency, "input" will use the data before going through the response curve, "output", will use the data after going through the response curve. (For instance unsing "input" will allow on rpm effect to totally separate gain from frequency)

  2. Base effect frequency, this is the starting frequency (when effect is at it's lowest level), if high frequency is not enabled, the effect will only modulate the gain and always use the frequency

  3. When enabled, this will set the frequency reached when the effect is outputting at a 100% level (shakeIt will interpolate intermediate frequencies based on base frequency and high frequency

  4. Gain modulation will allow to "hold" strongest effects for a longer time, this will be useful for big impacts such as Dirt Rally jump landing where telemetry reflects a very short big impact.

  5. White noise will randomize the frequency between the determined range (1. and 2.), this will be useful for RPM effects where you may want a more quiet and variable effect

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