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