Re: [w3c/gamepad] GamepadHapticActuator pulse should support frequency parameter (#148)

> `Gamepad.vibrationActuator` is intended for effects that vibrate the whole controller, but VR controllers typically have one device per hand, each with its own vibration actuator. I think the best approach here is to expose separate GamepadHapticActuator objects to represent the actuators in the left- and right-hand controllers:
> 
> ```
> gamepad.leftVibrationActuator.playEffect('frequency-pulse', /*params*/);  // Play effect on left-hand actuator
> gamepad.rightVibrationActuator.playEffect('frequency-pulse', /*params*/);  // Play effect on right-hand actuator
> gamepad.vibrationActuator.playEffect('frequency-pulse', /*params*/);  // Play effect on both hands
> ```

WebXR surfaces 2 gamepads. I *think* that means that we don't need separate actuators.
Otherwise, the proposal looks reasonable. How do we go about getting it in the specification?


-- 
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/148#issuecomment-818281774

Received on Monday, 12 April 2021 22:23:23 UTC