- 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" ]
```
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Received on Tuesday, 21 July 2020 00:32:11 UTC