Re: [w3c/gamepad] Added a supplemental "Extensions" spec (#32)

In able to achieve better haptic texturing, perhaps we could expose a haptic feedback buffer, similar to the one exposed in the Oculus SDK:

https://developer3.oculus.com/doc/1.7.0-libovr/structovr_haptics_buffer.html

Such a buffer would include vibration samples for multiple GamepadHaptics so they can be precisely timed together.  For devices that do not have a buffer playback implementation in the underlying API, this could be emulated by the UA with the benefit of working asynchronously and with precise timing.  Similar to the Oculus SDK model, a function to get the state of the asynchronously playing haptic buffer would also be required.  The processing model should additionally describe what happens when a new buffer is submitted before the prior buffer has completed.

I think it's still useful to have a simple function like vibrate() that emits a single pulse; however, could we rename it to something that wouldn't be confused with a later added function for submitting a buffer?  Perhaps "pulse()" instead of "vibrate()"?



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Received on Tuesday, 13 September 2016 20:05:14 UTC