- From: Matt Reynolds <notifications@github.com>
- Date: Mon, 20 Jul 2020 17:31:59 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
- Cc: Subscribed <subscribed@noreply.github.com>
- Message-ID: <w3c/gamepad/issues/138/661489374@github.com>
The activation method could be the same as for `dual-rumble` effects but with a different set of parameters. ``` // 1 second dual-rumble effect (100% strong, 50% weak) navigator.getGamepads()[0].vibrationActuator.playEffect("dual-rumble", { strongMagnitude: 1.0, weakMagnitude: 0.5, duration: 1000 }); // 1 second impulse trigger effect, left trigger (40% magnitude) navigator.getGamepads()[0].vibrationActuator.playEffect("impulse-trigger-left", { magnitude: 0.4, duration: 1000 }); ``` It might make sense to also have a combined `impulse-trigger` effect to make it easier to send effects to both triggers at the same time. ``` // 1 second impulse trigger effect, both triggers (10% left, 20% right) navigator.getGamepads()[0].vibrationActuator.playEffect("impulse-trigger", { leftMagnitude: 0.1, rightMagnitude: 0.2, duration: 1000 }); ``` The `vibrationActuator` object should also support querying its capabilities so applications can determine if impulse trigger effects are supported. ``` -> navigator.getGamepads()[0].vibrationActuator.effects <- [ "dual-rumble", "impulse-trigger", "impulse-trigger-left", "impulse-trigger-right" ] ``` -- 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/138#issuecomment-661489374
Received on Tuesday, 21 July 2020 00:32:11 UTC