Backed out accidentally committed PR https://github.com/libsdl-org/SDL/pull/4849
parent
86bc65a741
commit
fe2fe29049
|
@ -1006,27 +1006,11 @@ HIDAPI_DriverSwitch_ActuallyRumbleJoystick(SDL_DriverSwitch_Context *ctx, Uint16
|
||||||
*
|
*
|
||||||
* More information about these values can be found here:
|
* More information about these values can be found here:
|
||||||
* https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md
|
* 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.
|
|
||||||
*/
|
*/
|
||||||
|
const Uint16 k_usHighFreq = 0x0074;
|
||||||
/* Maximum low frequency is reached when both values are the same */
|
const Uint8 k_ucHighFreqAmp = EncodeRumbleHighAmplitude(high_frequency_rumble);
|
||||||
/* Maximum high frequency is reached with one value at zero */
|
const Uint8 k_ucLowFreq = 0x3D;
|
||||||
const Uint32 lowOutput = low_frequency_rumble + high_frequency_rumble;
|
const Uint16 k_usLowFreqAmp = EncodeRumbleLowAmplitude(low_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));
|
|
||||||
|
|
||||||
if (low_frequency_rumble || high_frequency_rumble) {
|
if (low_frequency_rumble || high_frequency_rumble) {
|
||||||
EncodeRumble(&ctx->m_RumblePacket.rumbleData[0], k_usHighFreq, k_ucHighFreqAmp, k_ucLowFreq, k_usLowFreqAmp);
|
EncodeRumble(&ctx->m_RumblePacket.rumbleData[0], k_usHighFreq, k_ucHighFreqAmp, k_ucLowFreq, k_usLowFreqAmp);
|
||||||
|
|
Loading…
Reference in New Issue