Man its got more to it than that, if we want specific effects to have priority then we can give them priority over the Hz. Yet we need to understand and look at what effects are also the most active.
In SSW we can determine what Hz we want an effect to have or try to determine the character/sensation it creates. So we can use similar frequencies but still then alter the character of the effect that they feel different. The simple truth is a waveform can contain much more character for an effect and a tactile unit to generate than simple or pure tones.
Really in SSW using.wav there is more potential to finding a sensation we like or want to represent an effect. We can bring a much wider scope in how different types of effects also feel.
Of course Andres single tones do not really differ much or do this as he tends to use @40Hz . This is the strongest Hz on many of the various tactile units under the $100 pricepoint.
With Simvibe a user doesn't really have control over what Hz an effect uses or determining the character it generates in Simvibe. Yeah we can set paramaters but the effect generated will vary within these based on the telemetry what tones it generates. Therefore some settings can be hit/miss
Long Lonely Journey
The point of my own effects building in some regards takes into account how harmonics and 1/3 octaves operate. So within the created waveform that can be built up from multiple layers. Thus it may contain Hz specifically inserted to operate well on the various tactile hardware.
Simvibe nor any tactile solution is trying to do this, to have an effect created that can be catered to work on multiple units. Its experimental as I have not come across anyone else attempt to do this neither.
Those with units that have more capable low end would then get improved bass. As those units are producing more of the available bass range with adequate power. This should with some effects equate to a richer and deeper immersion yet with this idea in the makeup of the waveform also help to cater for the more common units as well.
This is done by inserting harmonically matched tones of the fundamental frequency used. So that for example, a 10Hz lowest frequency used, can be included in the waveform and a big unit generate that while the smaller units cant. Yet by inserting the 2nd, 3rd and possibly 4th harmonic of the 10Hz this being (20Hz), (30Hz) and (40Hz) in the waveform. Then midrange units like the BK Advance, the Clark 329 Gold or the more common affordable units also has its lowest Hz/ energy potential full-filled within the one waveform for the effect.
Doing this, matches how harmonics naturally are generated but with those the dB is always lower with each progressive harmonic. With this approach we add in more dB for the harmonically matched frequencies so the various tactile can use them.
Building effects is very much trial and error. I have reached what I think is a rather decent level for the individual effect "masters" I now have. This is not to say they cannot be improved at a later time. Yet what I wanted to bring was more potential to users and then also give users the ability to alter the "waveforms" for each effect.
This will not require learning how to use Audacity to use the various files I have been generating for the effects. Simply because I am creating 45 variants in dB and Hz for each single effect. Some may not be needed depending on the dB range a user requires. However a user will have 9x varations of each effect with the different dB levels the effect is created in. This lets the user position the main frequencies the effect uses to be higher or lower, to suit the hardware or preference they have.
So the user is not only able to change the dB (strength) of the waveform but also having the ability to increase or decrease the frequencies it contains by +/- 20%. This I believe is placing much more control in the users hands with simple swapping of files in a folder or placing specific files into a "Car Folder" than spending hours tuning at Simvibes settings and sliders.
With what I am doing we should find that the same waveform for an effect can work on two very different units. Yet each unit will require or work best with different sets of the variants provided. We will find that effects that are more focused to mid or higher frequencies may feel better on ADX or TST type transducers and effects more focused on low frequencies will feel better on the larger Buttkicer units. A user with just one make/model wont notice the differences but they should still have plenty of choice to find one of the variants of the effect feels comfortable enough or represents a decent sensation.
If certain effects people find are lacking, then these can be looked at in generating new replacements based on peoples feedback.
Hardware like these below have the sliders with set frequencies for a reason. I believe effects can also operate better if they use the same principles in how audio works. I dont see the same potential with Simvibe in the effects that can be generated to the desired sensation, so I stopped my own testing with it.
Besides that, SSW effects bring much more immersion to what the car is doing with the G-force based effects. Simvibe seems to have multiple bump solutions with little purpose or potential to the cars actual control.
For me engine is secondary to feeling the cars motion via the tactile.
So I place more focus on those effects but later I will share how I will combine audio tactile and seek continue to improve SSW engine effect.
Andre can ignore or consider my recommendation to consider a "speed based effect" for engine to help improve it as Simvibe makes good usage of one. Such is very useful in increasing the immersion in situations of long straights, feeling increased energy/strain building down the straights and then the reduction in speed when braking into slow corners. Imola and Nurburgring last-first corners as examples I really enjoyed having this with Simvibe.
Such would also compliment SSW usage of acceleration G force that fades out at higher speeds depending on the slider setting used.