Improve emulation of HD Rumble

This commit is contained in:
marius david 2023-04-30 14:07:40 +02:00
parent 689f9a75a7
commit 0a6bd8b236
1 changed files with 29 additions and 6 deletions

View File

@ -109,14 +109,37 @@ public:
}
bool RumblePlay(const Common::Input::VibrationStatus vibration) {
constexpr u32 rumble_max_duration_ms = 1000;
constexpr u32 rumble_max_duration_ms = 2000;
constexpr f32 low_start_sensitivity_limit = 140.0;
constexpr f32 low_width_sensitivity_limit = 400.0;
constexpr f32 high_start_sensitivity_limit = 200.0;
constexpr f32 high_width_sensitivity_limit = 700.0;
// Try to provide some feeling of the frequency by reducing the amplitude depending on it.
f32 low_frequency_scale = 1.0;
if (vibration.low_frequency > low_start_sensitivity_limit) {
low_frequency_scale =
std::max(1.0f - (vibration.low_frequency - low_start_sensitivity_limit) /
low_width_sensitivity_limit,
0.3f);
}
f32 low_amplitude = vibration.low_amplitude * low_frequency_scale;
f32 high_frequency_scale = 1.0;
if (vibration.high_frequency > high_start_sensitivity_limit) {
high_frequency_scale =
std::max(1.0f - (vibration.high_frequency - high_start_sensitivity_limit) /
high_width_sensitivity_limit,
0.3f);
}
f32 high_amplitude = vibration.high_amplitude * high_frequency_scale;
if (sdl_controller) {
return SDL_GameControllerRumble(
sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
static_cast<u16>(vibration.high_amplitude), rumble_max_duration_ms) != -1;
return SDL_GameControllerRumble(sdl_controller.get(), static_cast<u16>(low_amplitude),
static_cast<u16>(high_amplitude),
rumble_max_duration_ms) != -1;
} else if (sdl_joystick) {
return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(vibration.low_amplitude),
static_cast<u16>(vibration.high_amplitude),
return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(low_amplitude),
static_cast<u16>(high_amplitude),
rumble_max_duration_ms) != -1;
}