Sim Racing Bass Shaker Software

Low-latency bass shaker software & haptics for sim racing.

Your bass shakers are 140-200 ms behind your sim, whether you're on iRacing, ACC, Assetto Corsa, Le Mans Ultimate, or any other title. Track Impulse bypasses the entire Windows audio stack and outputs telemetry-driven haptic effects directly through ASIO, or any low-latency audio path your sound card supports. End-to-end latency: as low as 2 ms (240fps Latency test video below). Fast enough to use as a real driving aid.

02 Latency · Measured
FIG·02 · Distance travelled before you feel it
At 200 km/h, every millisecond is 5.5 cm of track.
Speed
200 km/h · 124 mph
TRACK IMPULSE
2 MS · END-TO-END
0.11 m
STD SHAKER APP
140 MS · END-TO-END
7.79 m
Δ 7.68 M
0m
2m
4m
6m
8m
10m
ASIO output · 64-sample buffer
03 Supported Titles

Built per-sim. More on the way.

Every title gets its own dedicated telemetry reader, effects computer, and audio generator. This per-sim architecture lets us customise and optimise every haptic effect for each sim individually, rather than forcing one generic pipeline across all titles.

Live 7 sims shipping
IRiRacing ACCAssetto Corsa Competizione LMULe Mans Ultimate ACAssetto Corsa EVOAssetto Corsa EVO ACRAssetto Corsa Rally AMS2Automobilista 2
Coming Soon 5 sims on roadmap
DR2Dirt Rally 2.0 WRCWRC RF2rFactor 2 ETS2Euro Truck Simulator 2 BNGBeamNG
04 Effects · Real Time

2-8ms End-to-End Haptic Latency. Fast enough
to use as a driving aid.

At 200 km/h (124 mph) a 140ms delay puts you 7.78 metres past the moment before your shakers fire. That's not immersion. It's lag. The 140-200ms delay comes from the Windows audio stack, not the game. Track Impulse eliminates it with a direct low-latency audio path that works with any sound card, turning your bass shakers and tactile transducers into a real-time driving aid.

Track Impulse 8 ms vs SimHub Shake-It 137 ms in iRacing, 240fps slow motion. Same rig, same hardware path. Watch on YouTube.

What that feels like, in the seat

Finally my bass shakers make sense. A year ago I spent money and effort on hardware and was really disappointed by the delay through SimHub. With Track Impulse it works like it should.

Simple, and responds more quickly than SimHub for me. Most noticeable with shifts, there was a bit of a delay before. I appreciate the work and the simplicity of it.

Anonymous · Fellow developer

More people need to know about this app. It's so much better than SimHub. I'm a dev, I know how much work goes into this. Well done.

Anonymous · LMU, 4 shakers

Great work. In addition to the noticeable reduction in lag, I was surprised at how clean the vibration is coming through. Really great upgrade from SimHub.

All quotes used with permission. Click any username to verify.

Suspension Impact

Track Impulse You feel the bump while your rear wheels are still approaching it. At any racing speed, Track Impulse fires before the car has even finished crossing it.
Standard bass shaker software At 200 km/h the shaker fires 7.78m later. Both axles are long past the bump. The feedback tells you nothing you can use.

ABS Under Braking

Track Impulse Per-corner lock chatter arrives while your foot is on the pedal. You feel which wheel and react.
Standard bass shaker software The shaker fires as you're already releasing. The moment to modulate pressure has passed.
Per-corner wheel slip haptic feedback Top-down diagram of a car with the rear stepping out under throttle. Track Impulse fires the bass shaker on the slipping rear corner only, while the other three wheels stay calm. REAR SLIP PER CORNER

Wheel Slip On Throttle

Track Impulse You feel the rear step out the instant it starts, on the side it's happening. Lift, catch, drive on.
Standard bass shaker software A late blanket buzz long after the rear has gone. The information arrives after the moment to use it.
05 What You Feel

Per-Corner Sim Racing Haptic Feedback.
Per-Effect. Every Input.

Eight distinct haptic effects, each with its own carrier frequency, envelope and per-wheel signal. Read how each effect is synthesised →

Suspension Impact

Sharp transient impacts from kerbs, bumps, and compressions. Per-corner, in real time. On iRacing, a two-band model splits damper-speed transients (sharp seam hits) from spring-compression body movements (dives, heaves) so each fires its own effect channel. When the front-left hits the ripple strip, the front-left shaker fires.

Kerb & Rumble Strips

Driven by each sim's native surface telemetry, the same data the game uses internally, so the kerb effect fires the instant tyre meets kerb. No threshold guessing, no missed strikes.

Engine Rumble

An RPM-driven harmonic that tracks your engine through the rev range in real time. Per-cylinder amplitude jitter clocked to the firing rate gives V8s, inline-4s, and V12s distinct cadences. Idle, mid-range, and full throttle each feel distinct. Gear changes punctuate it with a sharp pulse at the moment of shift.

ABS & Wheel Lock

Per-corner lock detection using individual wheel speed data. When a specific wheel starts to lock under braking, only that corner's shaker fires. Front-left, front-right, or both. Useful feedback, not just noise.

Gear Change Pulse

A sharp transient pulse fires at the exact moment of each upshift and downshift. Intensity, frequency, and duration are independently tunable so the feel matches your rig and your preference.

Wheel Slip

Sustained tyre slip from oversteer, wheelspin, and slides. Felt as a continuous rumble that builds with slip intensity. Distinct from the sharp ABS pulse, so you can feel the difference between a locked wheel and a sliding one.

Native Kerb Texture (iRacing)

iRacing exposes a dedicated rumblePitch signal driven by the track's kerb geometry, separate from suspension data. Track Impulse plays it as its own effect with independent volume and frequency, so you can shape kerb feel without touching the suspension channel.

Road Vibration

High-frequency surface texture synthesised directly from shock velocity at each corner. You feel the difference between smooth tarmac, worn asphalt, and rumble strips. Not just that the road changed.

The Interface
Track Impulse application interface showing per-effect volume and frequency controls, master volume dial, and per-corner zone output sliders for iRacing

Every effect has independent volume and frequency controls. Route any effect to any output zone. Per-sim profiles save your tuning automatically.

06 Immersion

Your bass shakers, finally doing
the job you bought them for.

Haptic immersion breaks the moment your feedback arrives late. At 140ms you have seen the kerb strike way before your shaker reports it. The brain registers the mismatch even if you are concentrating on racing, and the immersion is broken for the rest of the session.

At 2ms with per-corner effects, the feedback isn't just on time. It's specific. Each shaker fires from data tied to its own wheel, not a single signal smeared across the whole rig. Suspension hits, ABS pulses, and wheel slip all come from per-corner telemetry. Each effect has its own carrier frequency and envelope, so a kerb feels different to a slide, and a slide feels different to a lock.

You notice it within a lap. You notice it more the first time you go back to anything else.

Timing
Latency aligned with visualsAt 2ms, haptic events fire inside the same perceptual window as your visuals and your wheelbase. The brain stops detecting mismatch and stops dismissing the feedback.
Immersion
Effects that mean somethingLow latency removes the disconnect your brain detects with delayed feedback. The sim feels physical rather than simulated.
VR Ready
Perfect for VR usersIn VR, sensory mismatch is even more noticeable. Sub-20ms haptics complement the visual immersion rather than breaking it.
07 Architecture

Telemetry-Driven Haptic Engine.
Using the fastest audio path your PC can deliver.

Step 01

Sim Telemetry Input

Telemetry-driven haptics start here: direct read of each sim's native shared memory at its full rate. No game overlay, no plugin chain, no middlemen. iRacing delivers 6 sub-samples per frame at 360Hz. ACC, AC, LMU, AC EVO, AC Rally and AMS2 deliver render-frame snapshots that scale with your FPS.

Up to 360 Hz
Step 02

Effect Synthesiser

Four independent effect engines, one per corner, process shock velocity, rumble pitch, wheel speed, and RPM simultaneously. Where the sim provides sub-sample data, all sub-samples are processed in sequence. Suspension thresholds self-calibrate per car and per track, so after one lap Track Impulse learns the right deadzones for your hardware and saves them automatically. See how each effect is built.

48 kHz Audio
Step 03

Low-Latency Audio Engine

Output bypasses the Windows audio stack entirely, using ASIO, WDM-KS, or WASAPI exclusive mode depending on your sound card. Latency is dictated by your hardware buffer, as low as 2ms total end-to-end.

1.3ms Audio Out
Step 04

Bass Shakers

Works with any DIY bass shaker setup such as the Dayton BST-1 or ButtKicker Gamer 2, driven by a suitable amp. Up to 8 named output zones (corners, seat, pedals, wheel, belt tensioners) with every effect freely routable to any zone.

As low as 2ms
08 Hardware

Works with any sound card.
No extra hardware required.

Track Impulse works with any Windows sound card, including the one already in your PC. For the lowest latency, use a card with a native ASIO driver. If yours doesn't, Track Impulse drives standard sound cards directly through WDM-KS and WASAPI exclusive mode, both low-latency paths built into Windows. You can start driving your bass shakers or tactile transducers right now with what you already have. (ASIO4ALL works too.) Not sure what audio interface to choose? Our setup guide walks you through it. Looking for specific device recommendations? See our audio interface buyer's guide.

Recommended

ASIO-Compatible Interface

A USB audio interface with a native ASIO driver gives you the best latency. 4 channels cover corner shakers; up to 8 channels (one interface or two) let you add seat, pedal, wheel, and belt tensioner zones independently. Widely available from music stores and online retailers.

Fully Supported

Any Sound Card

Native ASIO cards (Creative, Focusrite, MOTU, RME, onboard Realtek, etc.) are detected automatically. No special hardware required. If Windows can play audio through it, Track Impulse can use it.

Built Into Windows

WDM-KS & WASAPI Exclusive

No native ASIO? Track Impulse drives standard sound cards directly through WDM-KS and WASAPI exclusive mode, low-latency audio paths built into Windows. No extra drivers needed. ASIO4ALL works too if you prefer.

Works with any bass shaker
or tactile transducer setup.

Track Impulse works with any bass shaker or tactile transducer connected to an amplifier. From entry-level Dayton BST-1s to ButtKicker Gamer 2s, from DIY multi-shaker rigs to high-end tactile transducer setups, the in-app frequency sliders let you tune each effect to your specific hardware's response curve.

Mount one shaker under your seat, four at each corner, or build a multi-zone rig with seat, pedal, wheel, and belt tensioner shakers all in play. Track Impulse supports up to 8 named output zones across one or two audio devices, with every effect freely routable to any zone. New to bass shakers? Read our complete setup guide.

The TD-4 hardware module (coming soon) is our purpose-built USB audio device, pre-tuned, plug-and-play, with no driver setup required.

Audio interfaceAny audio device
Low-latency pathsASIO, WDM-KS, WASAPI Exclusive
Compatible shakersAny bass shaker / transducer
Effect freq range10-200 Hz (per-effect tunable)
Output zonesUp to 8, fully routable
Sim supportiRacing, ACC, AC, LMU, AC EVO, ACR, AMS2
OSWindows 10 / 11
Telemetry rateUp to 360 Hz
Pedal Haptics

Simagic P-HPR Pedal Haptics

Beyond bass shakers, Track Impulse drives Simagic P-HPR-equipped pedals (P500, P700, P1000, P2000) directly over raw USB HID. Brake, throttle, and clutch each get their own haptic channel with their own effect priority. ABS chatter goes to the brake. Wheel slip goes to the throttle. Gear changes go to the clutch. Completely independent of your bass shaker audio path.

PedalsP500 / P700 / P1000 / P2000
ZonesBrake, Throttle, Clutch
InterfaceUSB HID, no SDK
Update rate50 Hz
StatusExperimental (beta)
Coming Soon

Track Impulse TD-4 Hardware Module

A purpose-built 4-channel USB audio device designed for Track Impulse. Select it from the dropdown and drive. No driver install, no ASIO4ALL, no buffer tuning. Tuned for the 10-80Hz bass shaker frequency range with onboard filtering that removes the need for an external crossover. Register interest below to be notified at launch.

Register Interest
Channels4 out, freely routable
InterfaceUSB-C
DriverPlug & play
Freq range10-80 Hz
Latency< 8ms
StatusBeta hardware
09 Get Started

Free to race.
While in beta.

Track Impulse is free during the public beta. Sign up with your email for full access to every haptic effect, per-corner independence, and low-latency output on any sound card across all seven supported sims. No card required. No upsells. No tier gates.

10 After Beta

Two ways to
keep racing.

Track Impulse stays free for the entire public beta. When pricing launches, you'll have two options for the same product. No tiers, no premium gating, no upsells.

Monthly

$2.50 / month USD

Pay as you go. Cancel anytime from your account.

  • All haptic effects, all 7 sims
  • All future engine updates
  • Future sim support included
  • Up to 3 machines per licence
  • 14-day free trial at launch
Beta tester reward

Activate Track Impulse at any point during the public beta and you lock in the $24.99 lifetime price, $5 below the standard $29.99 launch price. Applied automatically at checkout. No code to redeem, no expiry.

$29.99 $24.99

All prices in USD. Local taxes added at checkout where applicable.

11 Beta Program

How's it feeling?

You're running early software. Your feedback shapes what gets built next. Tell us what's working, what isn't, and what you want to feel.

12 Behind the Build

Built by a developer with
prior work in professional audio.

Track Impulse is built and maintained by Dennis Marinos, with nearly thirty years in IT and prior work in professional audio. That audio background shaped how the product approaches latency. Most bass shaker software runs through Windows shared audio, which carries inherent latency, and the pro audio world tends to take a different path.

The ASIO output path, the per-sim shared-memory readers, the per-corner effect synthesis: all of it was designed to meet a latency bar that felt obvious from audio work and unmet in sim racing software. Every effect on the page is measured first-hand on the same hardware most users have at home.

Sole developer. Public roadmap. The roadmap and changelog are kept current so you can see what's being worked on right now.

13 FAQ

Bass Shaker & Haptic Feedback FAQ

What is bass shaker software?

Bass shaker software converts your sim's telemetry data (suspension, ABS, wheel slip, gear changes) into low-frequency signals that drive tactile transducers mounted to your rig.

Unlike using a subwoofer or an audio splitter, telemetry-driven software gives per-corner, per-effect control. Track Impulse outputs via ASIO for as low as 2ms end-to-end latency, compared to 140-200ms for standard software running through the Windows audio stack.

Why do my bass shakers have a delay?

Standard bass shaker software runs through the Windows audio stack (WASAPI), which adds 140-200ms of latency before your shakers fire.

At 200 km/h that means you feel a bump almost 8 metres after it actually happened. Track Impulse bypasses this stack entirely by outputting directly through ASIO, reducing end-to-end latency to as low as 2ms.

What is end-to-end haptic latency?

End-to-end haptic latency is the total time from when an event occurs in the sim to when your bass shaker physically moves.

It includes telemetry read time, effect processing, audio output, and hardware response. Track Impulse achieves as low as 2ms end-to-end via ASIO, compared to 140-200ms for standard software.

Does Track Impulse work with ButtKicker or Dayton BST-1 shakers?

Yes. Track Impulse works with any bass shaker or tactile transducer connected to an amplifier.

Tested with the Dayton BST-1, ButtKicker Gamer 2, and similar units. The in-app frequency sliders let you tune each effect to your specific hardware's response curve. See the full setup guide.

Which racing sims does Track Impulse support?

Track Impulse supports seven sims: iRacing, Assetto Corsa Competizione, Assetto Corsa, Le Mans Ultimate, Assetto Corsa EVO, Assetto Corsa Rally, and Automobilista 2.

Each sim has a dedicated haptic engine tuned to its native telemetry format and update rate, ranging from render-frame snapshots to 360Hz sub-sample data on iRacing.

Do I need a special sound card or audio interface?

No. Track Impulse works with any Windows sound card, including onboard audio.

For the lowest latency, a USB audio interface with a native ASIO driver is ideal. For sound cards without native ASIO, Track Impulse drives them directly through WDM-KS or WASAPI exclusive mode, both low-latency paths built into Windows. (ASIO4ALL works too.) See our audio interface guide.

Is Track Impulse free?

Yes. Track Impulse is free during the public beta.

Sign up with your email to get full access to all haptic effects, per-corner independence, and ASIO output across all seven supported sims. No credit card required.