diff --git a/src/joystick/hidapi/SDL_hidapi_switch.c b/src/joystick/hidapi/SDL_hidapi_switch.c index f26ec2481..70fa710c8 100644 --- a/src/joystick/hidapi/SDL_hidapi_switch.c +++ b/src/joystick/hidapi/SDL_hidapi_switch.c @@ -1006,27 +1006,11 @@ HIDAPI_DriverSwitch_ActuallyRumbleJoystick(SDL_DriverSwitch_Context *ctx, Uint16 * * More information about these values can be found here: * https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md - * - * The switch's rumble doesn't act like a traditional controller with two separate motors attached to - * different sized weights. Instead, the two values are like two sine waves that get added together. - * You can play around with different combinations here https://www.desmos.com/calculator/0lqas9aq89 - * There's a fairly narrow frequency range around 100-250Hz that really shakes the controller, - * everything else is quite weak. To get a low frequency rumble, you can offset two frequencies - * by a target low rumble frequency, which gets you a very noticeable variation in amplitude. - * (It'll be much clearer if you click that link and play around a bit) - * I picked 0xA4 and 0x3E based on a sweep of values ~40hz apart, because they produced the least rattle - * in my controller. This may not extend to other Switch controllers, however. */ - - /* Maximum low frequency is reached when both values are the same */ - /* Maximum high frequency is reached with one value at zero */ - const Uint32 lowOutput = low_frequency_rumble + high_frequency_rumble; - const Uint16 highOutput = low_frequency_rumble; - - const Uint16 k_usHighFreq = 0xA4; /* ~194.4Hz */ - const Uint8 k_ucHighFreqAmp = EncodeRumbleHighAmplitude(highOutput); - const Uint8 k_ucLowFreq = 0x3E; /* ~153.2Hz */ - const Uint16 k_usLowFreqAmp = EncodeRumbleLowAmplitude(SDL_min(lowOutput, SDL_MAX_UINT16)); + const Uint16 k_usHighFreq = 0x0074; + const Uint8 k_ucHighFreqAmp = EncodeRumbleHighAmplitude(high_frequency_rumble); + const Uint8 k_ucLowFreq = 0x3D; + const Uint16 k_usLowFreqAmp = EncodeRumbleLowAmplitude(low_frequency_rumble); if (low_frequency_rumble || high_frequency_rumble) { EncodeRumble(&ctx->m_RumblePacket.rumbleData[0], k_usHighFreq, k_ucHighFreqAmp, k_ucLowFreq, k_usLowFreqAmp);