- From: Matt Reynolds <notifications@github.com>
- Date: Fri, 09 Sep 2022 16:47:39 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
- Cc: Subscribed <subscribed@noreply.github.com>
- Message-ID: <w3c/gamepad/pull/163/review/1103003097@github.com>
@nondebug commented on this pull request.
> + <table class="simple">
+ <tr>
+ <th>
+ Internal slot
+ </th>
+ <th>
+ Initial value
+ </th>
+ <th>
+ Description (non-normative)
+ </th>
+ </tr>
+ <tr>
+ <td>
+ <dfn data-dfn-for=
+ "GamepadHapticActuator">[[\playingEffectPromise]]</dfn>
> In theory, it should be possible to activate multiple actuators at the same time, no?
With the current proposal for trigger rumble, it should work to issue a "trigger-rumble" effect that contains the parameters from the "dual-rumble" effect along with the parameters for the trigger effect. Something like:
```
// rumble and vibrate right trigger
const effectParams = {rightTrigger: 1.0, strongMagnitude: 0.2, weakMagnitude: 0.2, duration: 2000};
gamepad.vibrationActuator.play("trigger-rumble", effectParams);
```
The actuators can be controlled independently by preempting the ongoing effect:
```
// stop trigger vibration, keep rumble
effectParams.rightTrigger = 0.0;
gamepad.vibrationActuator.play("trigger-rumble", effectParams);
```
I think the API should not support simultaneous effects on a single GamepadHapticActuator. If there is an ongoing effect when a new effect is played, the ongoing effect is canceled before the new effect begins.
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