1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

Tutorial GameVibe Manual

Discussion in 'Tutorials and Tips by the Developer' started by yobuddy, Dec 25, 2017.

  1. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    If we are just talking about making more Vibes for GameVibe and transducers, then yea.

    Yes, exactly.
    All this stuff is (or should be) in the telemetry stream already, but for GameVibe yes.

    This just depends on the game, the 'fix' would need to be handled in the game, or plugin itself.
    There is nothing I can do in GameVibe to overcome this dilemma as some games do not stop sending data when paused.

    Sometimes the output for chassis need to be amplified to make setting it up a bit easier.
    However, even with small data output it should work pretty much the same way.

    Take care buddy,
    yobuddy
    • Like Like x 1
  2. The Iron Wolf

    The Iron Wolf Active Member

    Joined:
    May 2, 2018
    Messages:
    137
    Location:
    Bellevue, WA
    Balance:
    375Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    3DOF, SCN6
    Yes, we are on the same page. I meant new Vibe(s) - wheel lockup and, possibly, skid.

    I will reach out to rF2 plugin dev - not muting the telemetry during pause is a stress for transducers and amp.

    I have a question about Road Detail and Chassis vibes. I was able to make Chassis work fairly decently by lowering the lower bound. I followed tutotrial in post #2 and if I capture Lo the way it is suggested, I get pretty much no vibes for chassis. But anyway, I am unblocked on that one.

    My question is: I set my Lo/Hi as you suggested, but it seems to me that Road Detail is the one I get kerbs and bumps from, and Chassis feels more like a road surface feel, and there's little to none feel of kerbs in Chassis vibe. I thought that sensations will be the opposite (based on post #2) - Road Detail will communicate road surface, and Chassis will be bumps. Could you share your insights on this? Or, maybe this is plugin/game dependent? Thanks!
    Last edited: Aug 5, 2019
  3. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    Yes, man!
    we just need to experiment here a bit.
    I wrote GameVibe in a way that adding new stuff is pretty simple.

    Really, we just need the telemetry to stop being sent when the game is paused or in the menus.
    Like you said thou, we could try to fix it in the plugin by looking for some other values to find weather we are in game or not.
    But if the game already did this itself, it would be so much better.

    All games are a bit different to be honest, I was hoping to provide a decent starting point to get people started.
    Glad you got it working buddy!

    Road Detail can be either, if you set the Hi to a big number it more like road noise.
    A lower number will pic up more bumps as you said.

    Chassis works like like the road noise above, so if it now sounds more like road noise, maybe lower the Lo number a tiny bit.
    And then set a Hi number to a tiny bit over the number you have now.
    I think you will find that you now have bumps, but they are also in 3d.

    Give it a shot and let me know how it goes buddy!
    Take care,
    yobuddy
    • Like Like x 1
  4. The Iron Wolf

    The Iron Wolf Active Member

    Joined:
    May 2, 2018
    Messages:
    137
    Location:
    Bellevue, WA
    Balance:
    375Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    3DOF, SCN6
    Thanks @yobuddy :) with your help I was able to figure it out. 3D effect on chassis is really cool. Even though pointing out location of the vibe is difficult, 3D feels nice in action, feels like things happening around the car :) great surprise.

    Do you happen to race with transducers? If so, could you maybe share your Vibe Creator settings for RPM, Gear Shift, Road Detail and Chassis?
  5. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    Hi @The Iron Wolf ,
    Unfortunately everything is packed up for the move.
    It will take a min to get moved and re-setup, but i will get there.
    Take care,
    yobuddy
  6. The Iron Wolf

    The Iron Wolf Active Member

    Joined:
    May 2, 2018
    Messages:
    137
    Location:
    Bellevue, WA
    Balance:
    375Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    3DOF, SCN6
    Good luck with the move, wish you a smooth one :)

    Now that I own motion system and transducers all neatly set up, potential move in the future is of my nightmares, really not looking forward to that ;)
  7. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    Not Thinking About It.... Stay Cool... I Can Do This... lol :grin
    • Like Like x 1
    • Funny Funny x 1
  8. gp66

    gp66 New Member Gold Contributor

    Joined:
    Nov 28, 2018
    Messages:
    7
    Location:
    Austin TX
    Balance:
    7Coins
    Ratings:
    +2 / 0 / -0
    yobuddy, thank you for this awesome app and thank you value1 for the iRacing and RRE plugins.
    All your hard work and talent is GREATLY appreciated!

    I have a volume problem I'm hoping someone can help with.
    While in iRacing or RRE the rear transducers for road detail are barely noticeable no matter what settings I try.

    The 'volume balance test' produces even sound levels between FR, FL, RR, RL, all.
    Collisions are set to 3D and FR, FL, RR, RL have the same volume levels.
    Road detail is set to ALL and the rear transducers are very faint while the front are strong.
    I tried every combo of 'front' and 'all' in the sound card settings.

    So, collisions in 3D have same volume but for some reason 'All' does not like my rear transducers.

    current setup:
    - Win 10
    - SimTools 2.4
    - GameVibe 2.0
    - iRacing plugin 2.0.3.2
    - RRE 2.0.7.1
    - 2 x 120 watt amplifiers
    - 4 x 50 watt bass transducers
    - 1 x pcie 5.1 sound card
    - 1 amp for 2 front transducers and 1 amp for 2 rear transducers
    - all drivers are up to date

    The sound card is setup for 5.1 surround in win 10 and in the sound card's software:
    - turned off center speaker and subwoofer
    - set front and rear to full range speakers

    I'm sure I'm missing something. Thanks in advance for any help.

    Gary

    road-detail.png sound-card-front-volume.png tuning-center.png
  9. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    Is there a distance setting in the sound cards application?
    Meaning it may think the back speakers are further away from center than the front ones are?
  10. gp66

    gp66 New Member Gold Contributor

    Joined:
    Nov 28, 2018
    Messages:
    7
    Location:
    Austin TX
    Balance:
    7Coins
    Ratings:
    +2 / 0 / -0
    Thanks for the fast reply.

    There is no distance setting and I verified all the correct speaker settings again in win 10 and the software.

    Not sure this has any bearing but I have SimHub for rumble pedals (gas = wheel slip and brake = wheel lock) and tried the bass shaker option and my rear did not work until I set them to channel 5 and 6 in custom settings.

    For me, road detail is not that important, the 3D collision tuned for curbs, bumbs, etc is my immersion sweet spot, but I'll keep testing various settings. :)
  11. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    This is the same setup i do also
    But i also have to adjust the range a bit in the driver for it to work right.
    [​IMG]

    Take care,
    yobuddy
  12. gp66

    gp66 New Member Gold Contributor

    Joined:
    Nov 28, 2018
    Messages:
    7
    Location:
    Austin TX
    Balance:
    7Coins
    Ratings:
    +2 / 0 / -0
    I found the speaker volume adjustment in the sound card's software but the rear are still not felt for 'road detail - ALL'.
    Will keep trying various setting... i'm convinced the right combo is in there ;).

    sound-card-software.png
    • Like Like x 1
  13. Griff

    Griff New Member

    Joined:
    Aug 13, 2019
    Messages:
    12
    Balance:
    60Coins
    Ratings:
    +11 / 0 / -0
    My Motion Simulator:
    3DOF, DC motor, JRK, Motion platform, 6DOF
    I can't for the life of me get the vibe signals to work while playing anything in Oculus Rift S. If I play on a virtual desktop in Oculus it works but not in full VR mode. I have done several searches and re-reading of guides but no luck. Any ideas or probably something I am missing?

    edit: I have actually only tried Project cars 2 and DCS since they are the only ones I really ever play. Once I get all of this working I plan to play several other titles.
    Last edited: Sep 13, 2019
  14. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    Is VR mode maybe changing the audio setting when launching?
    • Agree Agree x 1
  15. Griff

    Griff New Member

    Joined:
    Aug 13, 2019
    Messages:
    12
    Balance:
    60Coins
    Ratings:
    +11 / 0 / -0
    My Motion Simulator:
    3DOF, DC motor, JRK, Motion platform, 6DOF
    Looks like the DCS plugin is not set up to send any data to Vibe so that is big bummer. If I was smarter, I would totally offer to help develop something for it. So for now I am focusing my efforts on Project Cars 2, which should work.

    I think you are right @yobuddy because the music that plays in the Oculus "home space" will play music through the HDMI cable to the headset just fine when I am testing the vibe settings. As soon as I launch a game in VR mode is when it goes down hill. If I launch PC2 in desktop mode and then go into Rift and run the virtual desktop it works fine.

    Another thing I find odd is that I can't get my Sound Blaster Z card to isolate channels correctly, but I still have a few things to research and try on that front before I start asking for help there.


    If anyone has vibe and Oculus running together correctly would chime in I'd love to know how you have your audio devices set up.
    • Like Like x 1
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,712
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    151,979Coins
    Ratings:
    +11,061 / 56 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Use a cheap usb sound card for Game Vibe, I got these: https://www.ebay.com.au/itm/USB-Aud...PTOP-WIN7-8-/143376074905?hash=item2161e14899
    • Informative Informative x 1
    Last edited: Sep 15, 2019
  17. The Iron Wolf

    The Iron Wolf Active Member

    Joined:
    May 2, 2018
    Messages:
    137
    Location:
    Bellevue, WA
    Balance:
    375Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    3DOF, SCN6
    How do you detect lack of channel separation?

    Just FYI, I just changed my card for Vibe to Sound Blasterx EA-5, which has pretty high end specs, but when I run sound check in Vibe, I see amp lights of channels that should be off indicating some (tiny) signal. I am not audio hardware engineer, but my guess minijack itself allows a bit of leak. Just thought I'd share before you throw money into hardware.
  18. The Iron Wolf

    The Iron Wolf Active Member

    Joined:
    May 2, 2018
    Messages:
    137
    Location:
    Bellevue, WA
    Balance:
    375Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    3DOF, SCN6
    Hi @yobuddy,
    I changed my audio card in hope of resolving crashes (previous one was no longer supported by Creative). But I still get GV crash sometimes:
    Application: GameVibe.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: System.AccessViolationException
    at <Module>.CoCreateInstance(_GUID*, IUnknown*, UInt32, _GUID*, Void**)
    at SlimDX.XAudio2.XAudio2..ctor()
    at XAudio2_GameVibePlugin.GameVibePlugin.PlayNote_GameVibe(IntPtr, System.Guid)
    at GameVibe.MyAudio.Note.PlayNote_GameVibe(IntPtr, System.Guid)
    at GameVibe.cls_ActiveNote.CreateNoise()
    at System.Threading.ThreadHelper.ThreadStart_Context(System.Object)
    at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
    at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
    at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
    at System.Threading.ThreadHelper.ThreadStart()

    I completely understand you can't reproduce this issue, and it is most likely some combination of things specific to my PC, but I still hope you could keep this thing in mind for the future. I went to complain on SlimDX github but last contribution there was 8 years ago, so it is getting quite outdated...

    Cheers!

    PS: my previous diagnosis was incorrect, I have no idea what causes crash to reproduce :(
  19. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Feb 9, 2007
    Messages:
    5,432
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    50,997Coins
    Ratings:
    +5,180 / 19 / -0
    Hi @The Iron Wolf,
    I originally created 2 audio plugins for GameVibe.
    The DirectSound one worked correctly only on XP, on anything else, and the volume would only be 1/3rd of what it was suppose to be.
    I saw allot of games that uses DirectSound even has this same problem on newer OS's.

    The other was the SlimDX plugin, while it worked on all OS, seems a bit challenged to startup sometimes.
    All in all thou its pretty future prof, as there is a plugin structure in place, so when I eventually get back to it, I only need to build a new plugin to add support for a new architecture.

    If there is interest (and I can find some time), I could probably open up the API to anyone that wants to build a new audio plugin for GameVibe.
    • Like Like x 1
    • Informative Informative x 1
    Last edited: Sep 15, 2019
  20. The Iron Wolf

    The Iron Wolf Active Member

    Joined:
    May 2, 2018
    Messages:
    137
    Location:
    Bellevue, WA
    Balance:
    375Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    3DOF, SCN6
    There's nAudio library https://github.com/naudio/NAudio that we use in Crew Chief, but to be honest we've seen situations when it does not work well (default .NET audio is most reliable and lightweight, but is not flexible at all, it won't work for GV). Upside is that nAudio is newer than SlimDX. But I understood your point - if I am not happy with SlimDX, I'll have to implement plugin myself, because SlimDX works for most people. And yes, problem is startup, there's something wrong there.