controller: cycle DualSense speaker volume, vibration and trigger intensity in game (#946)

* controller: cycle DualSense speaker volume, vibration and trigger intensity in game

Three new input mapping controls cycle the PS5's controller settings in
game (default keys 1, 2 and 3): speaker volume (100% -> off -> 2% -> 12%
-> 42%), vibration intensity and trigger effect intensity (strong -> off
-> weak -> medium). Each starts at full and is not saved.

Changing vibration or trigger intensity re-sends the game's last rumble
and trigger effect, so the change is felt immediately.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Clean up controller settings test captures and formatting

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
This commit is contained in:
Devran Cosmo Uenal
2026-10-02 13:11:34 +02:00
committed by GitHub
parent e1be2ead54
commit 82a2f4ad42
12 changed files with 588 additions and 46 deletions
+4 -4
View File
@@ -311,7 +311,7 @@ bool UsesBluetooth(const Stream* stream) {
}
uint64_t Queue(Stream* stream, int controller, const void* data, uint32_t frames, uint32_t channels,
bool is_float, const int* volume) {
bool is_float, const int* volume, float gain) {
if (stream == nullptr || data == nullptr || frames == 0 || channels == 0 || volume == nullptr) {
return 0;
}
@@ -353,7 +353,7 @@ uint64_t Queue(Stream* stream, int controller, const void* data, uint32_t frames
const auto index = (static_cast<size_t>(first_frame) + frame) * channels + src_ch;
float value = is_float ? static_cast<const float*>(data)[index]
: static_cast<const int16_t*>(data)[index] / 32768.0f;
value *= volume[src_ch] / 32768.0f;
value *= volume[src_ch] / 32768.0f * gain;
// USB places the speaker in front and the actuators in back; Bluetooth takes stereo.
stream->buffer[static_cast<size_t>(frame) * output_channels + ch + channel_offset] =
value;
@@ -382,7 +382,7 @@ uint64_t Queue(Stream* stream, int controller, const void* data, uint32_t frames
return queued_us;
}
bool SetVibration(int controller, uint8_t large_motor, uint8_t small_motor) {
bool SetVibration(int controller, uint8_t large_motor, uint8_t small_motor, uint32_t duration_ms) {
if (SDL_GetGamepadTypeForID(static_cast<SDL_JoystickID>(controller)) != SDL_GAMEPAD_TYPE_PS5) {
return false;
}
@@ -390,7 +390,7 @@ bool SetVibration(int controller, uint8_t large_motor, uint8_t small_motor) {
SelectController(controller);
g_large_motor = large_motor;
g_small_motor = small_motor;
g_rumble_until = SDL_GetTicks() + 0xffff;
g_rumble_until = SDL_GetTicks() + duration_ms;
ApplyRumble();
return true;
}