So today, I was researching "Game Audio" from ACC for increased learning...
You generally don't find many people looking into this or covering such in much detail.
Lets see what we find when playing around with some of my audio toys.
Here are some captures to compare what the Behringer HA6000 is able to do with the audio.
Test was done with first two captures at moderate volume using the BMW car, with approx 3000 RPM, we could see higher dB levels with the frequencies if the soundcard was set to max volume and this was done in the last capture. In all tests but stated
no EQ was applied to the soundcard, this was a test to see what the HA6000 I have recommended is doing.
The purpose of this experimentation being shared is to show how "Gain Level" and (+)increases compared to (-)decreases with Bass & Treble (Tone controls) alter the output. I find it interesting being able to see this rather than just turn knobs not knowing/seeing what they are doing. Monitoring the audio for me is a large part of the learning/interest and finding ways of understanding the audio and then improving it for tactile.
Using the HA6000 to demonstrate what it does with no gain adjustment but with (+) Max bass/treble & (-) Max bass/treble settings. (Soundcard Moderate Volume)
Now we compare having both (+)max gain applied with (+)max bass/treble to normal soundcard output with no gain or no bass/treble adjustments. (Soundcard Moderate Volume)
In this capture we now have (+)max input gain with (+)max output gain for bass and (-)max for treble to having no gains with output level or bass/treble adjustments. (Soundcard Max Volume)
Thoughts:
If you look at these closely comparing these we see that when it comes to altering "Game Audio" for tactile the HA6000 brings quite a lot of control.
Gain clearly boost all frequencies, (not always a good thing) but the HA6000 bass controls seem to have most application upto @ 200Hz range and with treble it appears to operate beyond this.
Although it has to be highlighted we can see a large amount of audio beyond the 150-200Hz range we want for the upper bass limits for tactile usage. This is what most generates the "audible sound" from units and in particular "Exciters or TST" models that operate more like speakers without the speaker cone.
We can still see the need for either advanced EQ/Crossover via software or Hardware to better reduce/control these upper frequencies and harmonics if wanting to get the best control out of "Game Audio Tactile" being incorporated into a rig.
ACC as an example (like other sims) does have quite a lot of nice audio/tactile character, no question it can add to the sensation and immersion in ways we cant with Simhub but we certainly need to have simple controls to alter this. That is what my own testing confirms.
From my own perspective in seeking to push the boundaries for immersion but with control and high performance. I feel I may want some form of DSP control for the "Game Audio Tactile" to the channels that I may send or mix it to and the different models (BK/TST/Exciters) I will use.
Lets do one last test, as we can within Windows 10 have "dual audio output" for the "primary audio" over two soundcard/devices. We could use one of these for speakers and its own EQ via 1 soundcard and then have different EQ and settings for the second soundcard we want for "Game Audio Tactile".
Lets in the following tests also look at setting a soundcard now with the below EQ.
Applying some bass gain but with all frequencies of 250Hz above at max cut possible.
A user will typically boost the gain/volume to help feel more the bass but with "Game Audio Tactile" in doing this we also boost the high frequencies too.
Here we see what this is doing with the last test above but now with the soundcard EQ settings above.
We have what a proper crossover could achieve (at top). You can notice that the higher frequencies in the top are completely cut yet with trying to use the soundcard in this way with only as a means of reducing the high frequencies. So they still will be audible (if less loud but still heard) with no crossover in place
This is also with the HA6000 set with max bass and full treble cut with its tone controls. So It is evident while this can help it is still a compromise to what proper PEQ and Crossover controls can achieve to remove the audible sounds and harmonics that would go to the transducers/exciters with (Game Audio Tactile).
What the HA6000 is bringing is very easy to adjust on the fly gain and bass/treble adjustment. So even without seeing what it is doing you still can feel those changes you make to it controls.
I do suggest those seeking to get the best or most out of "Game Audio Tactile" we need to consider having a usable crossover and even potentially good EQ abilities to control this best as a source for tactile. Perhaps I could look in future at some software options to see how they perform but I do find me wanting to avoid having more and more software tools to configure or tune. It also seems easier in hardware with less fuss needed. This would, however, be the options for others to consider if wanting maximum control.
Before & After:
No Audio Control Vs With Recommended (User Adjustable) Audio Control Options
Approx (Bass & Treble) frequency ranges highlighted.
Let it be said based on findings with this test. Those that use "Game Audio Tactile" with no approach to try and control it clearly will not find too often, good results with it. That is one reason why it is not enjoyed by everyone or found to bring much potential without drawbacks or issues.
What we do see with the above is big differences with "before and after" such recommendations are used.
Bottom line, is "Game Audio Tactile" worth using?
The answer = YES.
The problem is that to get the best from it requires having good control and adjustment options. Also with easy convenience as well.