I thought maybe a visual of the simhub effect generation process might help some folks. The diagram below is a simplfied version of the simhub custom effect process. The same process applies to the standard effects, except that the input function (F(x,y,z) is predefined.
F(x,y,z): is an arbitrary math function of incoming telemetry data. In addition to Game telemetry, other effects can make their output amplitude available for use by other effects. There's a whole programming language available for creating these math functions.
Resp Curve: is the Simhub Response Curve.
Mod: Simhub Output Modulation
Delay: Simhub Output delay
Freq: Simhub base frequency modulation
Noise: Simhub noise injection
Output: Final output stage where amplitude and frequency are combined to create the final signal.
In the diagram below I included example waveforms to show how the intermediate signals are changed by each stage. These are just arbitrary to give you a flavor of how things work.
F(x,y,z) produces a ramp-up/down from 0-100-0%.
The entire top chain of the diagram is determining how "intense" the output signal is.
Resp curve, cuts the input "in half" 0-50-0%.
Mod stretches it out a little bit. In reality this is more complex...but, it gives you an idea.
Delay shifts the entire thing out in time.
The bottom portion of the diagram determines the "tone" of the output.
Freq can be either a pure tone, as just a single fixed frequency. Or, as I've show in the case below, it can change based on an input signal. There are two options: 1) the freq can be a function of F(x,y,z), or 2) the freq can be a function of resp.curve. Either case can produce a complex signal, which is hard to visualize. So, I've kept it simple for clarity. The graph of the freq tone shows a changing sine-wave whose freq increases and decreases like the resp.curve.
Noise, takes the pure sine-wave tone, and adds some randomness to it. Again, its hard to visualize graphically. But, if you look closely you can see how the sine-wave has some distortions in its shape.
Finally the output stage takes the frequency output from the noise transformation stage, and shapes it using the amplitude from the delay transformation. Thus, you end up with the final output signal that can be driven onto an exciter.