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[Enhancement] FFD emulation based on LF sound stream #8

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v00d00m4n opened this issue Jan 25, 2021 · 2 comments
Open

[Enhancement] FFD emulation based on LF sound stream #8

v00d00m4n opened this issue Jan 25, 2021 · 2 comments

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@v00d00m4n
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I remember around 15 years there was software from company that invented ForceFeedBack, that allowed to add FFD to any game or program like movie players (yep i used and watch movies with gamepad in hand to feel FORCE FEEDBACK from LFE channel), it worked very simple - it listened program sound output, and based on frequency thresholds that you can set, but mostly low frequency bass sounds, it turned those loud basses into force feedback signals.

It worked pretty well, vibrated at sounds of most of gun fires, explosions, collisions, heart beats... and Drum'N'Bass soundtracks XD

Usually native FFD effects happens at same events that has those low freq bass sounds, so mostly it works fine.

If such feature could be added in Xidi in addition to native FFD support (which as i saw is planned), it could be used to add FFD to games that never had it. It would be very good if this would implemented with selection of input channel and frequency range to feedback on, to allow transformation ot LF 5.1\7.1 subwoofer channel into source of FFD.

@v00d00m4n v00d00m4n changed the title FFD emulation based on LF sound [Enhancement] FFD emulation based on LF sound stream Jan 25, 2021
@BinToss
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BinToss commented Mar 8, 2021

That's amazing! How have I never heard of this before?

Audio processing doesn't appear to be within the scope of Xidi at this point in time, but this is a wonderful proposal nonetheless.

For people who don't have an LFE channel, the software would instead need to analyze the low frequency range of the audio output.
From there, it would send a Force Feedback signal based on low-frequency audio and its decibel level.

  • The signal to the FF actuator(s) could contain...
    • Full intensity OR a range of intensities. The range would be determined by the loudest decibel an arbitrary frequency range.
    • If more than one actuator is detected (X and Y axes), treat them identically or differ as Large/Small feedback modules (low-frequency, high frequency).

@samuelgr
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samuelgr commented Nov 5, 2021

This is an interesting idea as a possible stretch goal. I hadn't heard of it before either (and I can't promise to get to this anytime soon), but it would be interesting to try for those games that do not natively support force feedback effects.

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