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SDL_RumbleGamepad - Start a rumble effect on a gamepad.

Availability

       This function is available since SDL 3.2.0.

Simple Directmedia Layer                           SDL 3.2.20                               SDL_RumbleGamepad(3)

Description

       Each  call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any
       rumbling.

       This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.

Function Parameters

gamepad
              the gamepad to vibrate.

       low_frequency_rumble
              the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF.

       high_frequency_rumble
              the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF.

       duration_ms
              the duration of the rumble effect, in milliseconds.

Name

       SDL_RumbleGamepad - Start a rumble effect on a gamepad.

Return Value

       for more information.

Synopsis

#include<SDL3/SDL_gamepad.h>boolSDL_RumbleGamepad(SDL_Gamepad*gamepad,Uint16low_frequency_rumble,Uint16high_frequency_rumble,Uint32duration_ms);

See Also