- From: nondebug <notifications@github.com>
- Date: Tue, 28 Nov 2017 20:19:57 +0000 (UTC)
- To: w3c/gamepad <gamepad@noreply.github.com>
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Received on Tuesday, 28 November 2017 20:20:20 UTC
I think this is insufficient for the types of vibration effects that are common on gamepads. For instance, most modern gamepads support vibrating at varying intensity levels rather than simple on/off durations as used by `navigator.vibrate`. I've proposed an alternate extension for vibration effects, please take a look: https://github.com/w3c/gamepad/issues/19#issuecomment-321424335 It's used like this: let pads = navigator.getGamepads(); pads[0].vibrationActuator.playEffect("dual-rumble", { startDelay: 0, duration: 1000, weakMagnitude: 0.5, strongMagnitude: 0.5 }); `playEffect` returns a Promise that resolves once the effect playback is complete. You can take advantage of this to simulate the on/off durations used by `navigator.vibrate`: let startEffect = { duration: 100, weakMagnitude: 1.0 }; let continueEffect = { startDelay: 500, duration: 100, weakMagnitude: 1.0 }; pads[0].vibrationActuator.playEffect("dual-rumble", startEffect).then(() => { pads[0].vibrationActuator.playEffect("dual-rumble", continueEffect) }); -- 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/issues/66#issuecomment-347651045
Received on Tuesday, 28 November 2017 20:20:20 UTC