- From: Kearwood Gilbert <notifications@github.com>
- Date: Tue, 13 Sep 2016 13:04:18 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
- Message-ID: <w3c/gamepad/pull/32/c246806232@github.com>
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()"? -- You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/pull/32#issuecomment-246806232
Received on Tuesday, 13 September 2016 20:05:14 UTC