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@ -94,7 +94,6 @@ public:
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bool RumblePlay(const Input::VibrationStatus vibration) {
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constexpr u32 rumble_max_duration_ms = 1000;
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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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@ -520,25 +519,31 @@ Input::VibrationError SDLDriver::SetRumble(const PadIdentifier& identifier,
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const Input::VibrationStatus vibration) {
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const auto joystick =
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GetSDLJoystickByGUID(identifier.guid.Format(), static_cast<int>(identifier.port));
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const auto process_amplitude = [](f32 amplitude) {
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return (amplitude + std::pow(amplitude, 0.3f)) * 0.5f * 0xFFFF;
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const auto process_amplitude_exp = [](f32 amplitude, f32 factor) {
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return (amplitude + std::pow(amplitude, factor)) * 0.5f * 0xFFFF;
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};
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const Input::VibrationStatus exponential_vibration{
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.low_amplitude = process_amplitude(vibration.low_amplitude),
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// Default exponential curve for rumble
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f32 factor = 0.35f;
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// If vibration is set as a linear output use a flatter value
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if (vibration.type == Input::VibrationAmplificationType::Linear) {
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factor = 0.5f;
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}
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// Amplitude for HD rumble needs no modification
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if (joystick->HasHDRumble()) {
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factor = 1.0f;
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}
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const Input::VibrationStatus new_vibration{
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.low_amplitude = process_amplitude_exp(vibration.low_amplitude, factor),
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.low_frequency = vibration.low_frequency,
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.high_amplitude = process_amplitude(vibration.high_amplitude),
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.high_amplitude = process_amplitude_exp(vibration.high_amplitude, factor),
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.high_frequency = vibration.high_frequency,
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.type = Input::VibrationAmplificationType::Exponential,
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};
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Input::VibrationStatus new_vibration{};
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if (vibration.type == Input::VibrationAmplificationType::Linear || joystick->HasHDRumble()) {
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new_vibration = vibration;
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} else {
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new_vibration = exponential_vibration;
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}
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if (!joystick->RumblePlay(new_vibration)) {
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return Input::VibrationError::Unknown;
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}
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