Adding transducers to my VR cockpit.

Ah ok, so bass redirection is happening in the SoundBlaster Creative Control Panel, and you get no bass from ED without it. I'll read this as a confirmation of my bug report.

I'm currently y-splitting a stereo USB DAC's output to drive both the active sub and the buttkicker. I am filtering the bass out of stereo output from the game, as this gives the cleanest headphone mix.
 
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...I'm currently y-splitting a stereo USB DAC's output to drive both the active sub and the buttkicker. I am filtering the bass out of stereo output from the game, as this gives the cleanest headphone mix.

Are you filtering via post processing, or are just using windows audio devices standard stereo setting? What post processing/soundcard are you using?

As I've mentioned elsewhere, I've found that the .1 signal is indeed present in-game, but accessing it can be fickle depending on post processing (soundcard/transfer/amp/settings). I assume you're getting your audio straight from your PC via a soundcard?

In any case; it sounds like the optimal setup you've got going now, if what you want is stereo for you cans and a split sub signal for buttkicker AND active sub (good lord man, how much bass do you need?!).

Depending on the actual audio outlets/soundcard software that you are using, have you tried dropping all post processing except for windows standard headphones audio device setting to stereo? I imagine audio initially registering as headphones will limit formats (.1) available automatically? The mere fact that you engage headphones could/should alter the standard digital surround audio format. Headphones suggest all available audio sent to 2.0, right?

Who needs a .1 out when using cans?... Apart from you (and other Buttkickers) of course. ;)

Correct me if I'm wrong but I think most players using Buttkickers (and even headphones) accept an audio mix compromise to get all that rumble going on whatever units they want?

It's all about the subjective experience after all.
 
Are you filtering via post processing, or are just using windows audio devices standard stereo setting? What post processing/soundcard are you using?

It's the setup Frank_G describes in post #54 above.


As I've mentioned elsewhere, I've found that the .1 signal is indeed present in-game, but accessing it can be fickle depending on post processing (soundcard/transfer/amp/settings). I assume you're getting your audio straight from your PC via a soundcard?

Isn't this exactly the gist of our discussion of the past couple of weeks here in this thread? The .1 frequencies should be output on the sub channel without requiring post-processing. I'll update here when there's something new.
 
It's the setup Frank_G describes in post #54 above.




Isn't this exactly the gist of our discussion of the past couple of weeks here in this thread? The .1 frequencies should be output on the sub channel without requiring post-processing. I'll update here when there's something new.

Ah. And as Frank_G points out, he's using standard stereo signal. So I guess we're going in circles. I don't think you'll find a .1 LFE/sub signal anywhere within a headphones source. Why not just apply his settings if you have the same setup?

I think I might be complicating matters instead of helping... I'll withdraw.. :)
 
Ah. And as Frank_G points out, he's using standard stereo signal. So I guess we're going in circles. I don't think you'll find a .1 LFE/sub signal anywhere within a headphones source. Why not just apply his settings if you have the same setup?

That's what I'm using now, as a workaround for the .1 bug.

If it wasn't for that, I'd be using 5.1/7.1 with side, rear and centre speakers disabled, and not have to use 3rd party software.
 
I think it makes sense to send bass to full range surround speakers, but it should be going to the sub as well, because this has a better presence in those frequencies.

No. The SoundBlaster is redirecting bass "to" the sub woofer "from" the satellites. This allows for usually older, stereo content to drive the sub (and the chair). My point with ED was it's an odd duck was regardless of this. Certain sounds that seemingly should be low enough in frequency, fail to vibrate , like cannons while others like thrusters or the station envelope work well.
 
Slightly off-topic but if you haven't seen the software Sim Commander (SimVibe is part of it) it's a 3rd party app that reads the telemetry data from various games, mostly sim racing titles and sends that to transducers to simulate various effects. Since you have a 2nd soundcard (required for this) you get a fully independent channel for those effects. Want more road noise? More transmission effect? Right front suspension? You could run as many as 8 of them (with a 7.1 card and enough amps). I've seen setups with 1 for each tire (so 4), one on the brake pedal (ABS), shifter (transmission feel) and 2 for the chassis. Sadly it doesn't support Elite since Frontier doesn't make the telemetry data accessible via API.

If you're a sim racer it's a must have - at $90 it isn't cheap but it adds a ton.

As for running a setup like this with Elite you do NOT need an additional soundcard, you just need a system soundcard. Split the .1 channel between your PC and speakers and run that to the transducer amp and you're done. You'll need VoiceMeeter if you want to play with headphones but that's easy enough. You'd only need the additional soundcard to use Sim Commander.
 
No. The SoundBlaster is redirecting bass "to" the sub woofer "from" the satellites. This allows for usually older, stereo content to drive the sub (and the chair).

Does my suggestion contraindicate this? The aim is to drive the sub (chair) - is there any drawback to *also* sending bass content to the satellites, if they have some bass response?

My point with ED was it's an odd duck was regardless of this. Certain sounds that seemingly should be low enough in frequency, fail to vibrate , like cannons while others like thrusters or the station envelope work well.

Yes, agreed. I think with cannon, the degree to which they cause vibration depends on the ship and their hardpoint's placement on the ship relative to the cockpit. I haven't tested this methodically yet though.
 
Does my suggestion contraindicate this? The aim is to drive the sub (chair) - is there any drawback to *also* sending bass content to the satellites, if they have some bass response?
The "No" was "No that's not what I meant" NOT "NO that's not possible. No offense intended.
I was only attempting to clarify my hook up as I thought maybe I hadn't stated it properly. My only point was that when dealing with stereo and or for that matter where games with higher pitch sounds one wishes to emphasis, the ability to do this was nice. Not that one couldn't channel to the sub, if they want. There was no contradiction. Both things are possible. I was only talking about my hook in response to your asking and using Creative's bass re-direct and how it works is part of that answer. Sorry if it was confusing.
 
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I'm not much of a techie so I may be doing something wrong but I can't get my Dayton Audio bass shaker to work at all with ED. I have no problems with other games, and use it extensively with X Rebirth VR (great alternative to ED, by the way) as well as other applications. With the same set-up (speakers selected on the Realtek panel, and Oculus Rift audio set to mirroring. I'm using a fairly old -- but quite powerful -- Harman/Kardon amp), I get no sound at all in the Rift. I've tried Voice Meeter but my only selection for hardware input is the Rift microphone, which is not what is needed. I haven't found a way to make this work. I've read the thread but, well, some of the terminology escapes me... Would a kindly soul perhaps be able to explain to me what I must do in the kind of language you'd use with a fairly bright Cocker Spaniel ? :)
 
Hi there gapper4. I'd be happy to help you out with bass shaker problems.

Firstly, could you clarify whether the problem is "no sound from ED in the rift's headphones" or "no bass sounds from ED on the bass shaker"? No sound in the rift's headphones could be this bug: https://forums.frontier.co.uk/showthread.php/379168-Sound-won-t-play-via-HMD-headphones which I'm not qualified to help you with as I don't have a Rift.

Secondly, what is the sound setup in the Windows settings (not Realtek*)? Speaker tray icon, right click, Playback Devices, select realtek analog speakers, Configure (button at bottom left of playback devices dialog window).

Which speaker configuration (stereo/5.1/7.1)?

If 5.1/7.1, which satellite speakers have you disabled, if any?

Are any speakers set to Full Range?

Thirdly, to which output on the Realtek have you got the bass shaker amp connected?
 
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Bonus topics (ignore for now if you're overloaded with the above questions):

Did you install Voicemeeter Banana (the on-steroids version I am using) or default Voicemeeter?

7KDbDvu.jpg
When you say you selected the Rift mic as the hardware input, were you looking at the first (input) large mixer strip from the left of the window, OR, the first small output mixer strip from the left in the group of strips below the Voicemeeter Banana virtual tape deck?

VM(B) is a virtual mixer desk with 3 hardware inputs, 2 virtual inputs, 3 hardware outputs, 2 virtual outputs, which can be combined across two busses (but that's not important right now).

For the purposes of [VR HMD, headphones and bass transducers] we're only going to use

  • one virtual input (this is a virtual Windows soundcard device created by Voicemeeter)
  • one bus
  • two physical outputs:
    • The Rift (headphones)
    • Realtek soundcard's *front stereo* output (bass transducer amp)

In this setups, Voicemeeter will replace the Rift's own audio mirroring, because we want to process the mirrored audio.

In Windows, select Voicemeeter VAIO (not Voicemeeter AUX) as the default audio playback device (in Audio settings->Playback devices. This tells Windows to send audio to Voicemeeter by default. This is the first Virtual Input in the VM(B) window, controlled by the 4th green volume slider from the left of the window.

Select A1 and A2 to the right of the above slider. This tells VM(B) to send whatever input it gets to the first two physical output devices.

With the A1 and A2 dropdown buttons immediately above the tape deck, select your Rift audio device and the realtek soundcard respectively. This configures the two physical outputs.

At this point, you should be able to start ED up and get bass through the transducers. Use the Introduction to VR from the training missions challenge scenarios list. If you undock and go and sit in the station slot it should be rattling your chair like crazy. You can play with the gain on the amp or on the VB(M) A2 output strip to get it to a level you like.

If this works, then you can use the EQ button to create a low pass filter to remove higher frequencies from the signal sent to the transducers. Copy the EQ settings exactly from the second screenshot here: https://forums.frontier.co.uk/showt...y-VR-cockpit?p=6048055&viewfull=1#post6048055

This step is optional, but it will prevent higher frequencies, eg voices from coming from your under your bum.
 
Hi there gapper4. I'd be happy to help you out with bass shaker problems.

Firstly, could you clarify whether the problem is "no sound from ED in the rift's headphones" or "no bass sounds from ED on the bass shaker"? No sound in the rift's headphones could be this bug: https://forums.frontier.co.uk/showthread.php/379168-Sound-won-t-play-via-HMD-headphones which I'm not qualified to help you with as I don't ha

Secondly, what is the sound setup in the Windows settings (not Realtek*)? Speaker tray icon, right click, Playback Devices, select realtek analog speakers, Configure (button at bottom left of playback devices dialog window).

Which speaker configuration (stereo/5.1/7.1)?

If 5.1/7.1, which satellite speakers have you disabled, if any?

Are any speakers set to Full Range?

Thirdly, to which output on the Realtek have you got the bass shaker amp connected?

Thank you for taking the time to answer. I will write this and then be out of touch for a few hours (work...). I will download Banana and check the settings you mentioned before giving a full answer, but the issue with my current set up (Rift set to mirror sound output and Realtek set to speakers) is no sound at all in Rift other than when I speak in the mike (the Rift mike), and nothing outputted to the bass shaker.
 
Thank you for taking the time to answer. I will write this and then be out of touch for a few hours (work...). I will download Banana and check the settings you mentioned before giving a full answer, but the issue with my current set up (Rift set to mirror sound output and Realtek set to speakers) is no sound at all in Rift other than when I speak in the mike (the Rift mike), and nothing outputted to the bass shaker.

EDIT: Quick question: To what setting should I have the Rift in order to attempt this ? Only Rift, Windows default, or Mirroring ?
 
Thank you for taking the time to answer. I will write this and then be out of touch for a few hours (work...). I will download Banana and check the settings you mentioned before giving a full answer, but the issue with my current set up (Rift set to mirror sound output and Realtek set to speakers) is no sound at all in Rift other than when I speak in the mike (the Rift mike), and nothing outputted to the bass shaker.

Ok. The cut off sentence above should have read "I don't have a Rift". Check the bug report I linked to, in case that affects you.

It may be possible to workaround this apparent bug with ED and Rift audio mirroring with the VM(B) setup I describe above. If you go this route, I would recommend disabling audio mirroring in Oculus Home in case this interferes.
 
Ok. The cut off sentence above should have read "I don't have a Rift". Check the bug report I linked to, in case that affects you.

It may be possible to workaround this apparent bug with ED and Rift audio mirroring with the VM(B) setup I describe above. If you go this route, I would recommend disabling audio mirroring in Oculus Home in case this interferes.

Ok, well, tried everything. Seems that bug makes it impossible to send Rift audio anywhere. Unless Rift headphones are selected as the playback device, it seems impossible to get sound in the Rift headphones, and when you select the headphones as the playback device, it also seems impossible to send the sound to any other device. Damn, this suck ! The bass shaker is awesome with X Rebirth VR and I can only imagine how good it would be with ED !
 
Does the windows built in stereo mix not work. I have that so that there is sound going to both my rift headphones and standalone headphones.

I can't get it to work. For some reason, I only get audio out of my regular speakers if I set the Playback Device to Realtek Digital Output (Optical), not to Speakers.
 
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Ok. The cut off sentence above should have read "I don't have a Rift". Check the bug report I linked to, in case that affects you.

It may be possible to workaround this apparent bug with ED and Rift audio mirroring with the VM(B) setup I describe above. If you go this route, I would recommend disabling audio mirroring in Oculus Home in case this interferes.

Eureka ! I got it to work the way you suggested with VM Banana ! I had to re-install pretty much everything from scratch, but I followed your instructions afterwards and it works. Great stuff.

Now, if I may impose on your knowledge and goodwill one more time. There are two remaining issues that I need to solve. 1) I hear my mike in the headphones and 2) the mike on the Rift doesn't seem to work with Voice Attack and TeamSpeak. Do you know of a way to address these issues ? I'll toy around with settings and see what happens but I'd appreciate any hints. Thanks again for your help on getting this to work !
 
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