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Anonymous's avatar
Anonymous
8 years ago

OVRHaptics , Vibration strength Question


After many attempts, the vibration itself succeeded. However, I was wondering if the intensity of the vibration is controlled by audio clips. Ask if there is any way you can control the script, not the frequency of the source. I look forward to your reply.

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  • Anonymous's avatar
    Anonymous

    Thank you for answer. I've already read the manual. However, as with the question, there is no explanation or understanding of the part that controls the strength of the vibration of the script or arbitrarily. Sample code or an appropriate example would be appreciated. please..
  • deftware's avatar
    deftware
    Expert Protege
    I don't believe that you read the manual, because it's all right here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-haptic/

    "Buffered Haptics – This approach enables a much wider variety of effects, such as patterning vibrational amplitudes around sine wave or tangent functions, panning the vibrations across controllers, generating a variety of low-frequency carrier waves, and more. With buffered haptics, your application sends a buffer of bytes to one or both controllers, where the bytes are interpreted as a series of amplitude values, from 0 (no vibrational amplitude) to 255 (maximum vibrational amplitude)."

    "A buffer consists of a series of bytes with values from 0 to 255, where 0 represents no amplitude (i.e no vibration), and 255 represents the maximum amplitude (or intensity) of vibration that is allowed by the SDK."
  • Anonymous's avatar
    Anonymous

    deftware said:

    I don't believe that you read the manual, because it's all right here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-haptic/

    "Buffered Haptics – This approach enables a much wider variety of effects, such as patterning vibrational amplitudes around sine wave or tangent functions, panning the vibrations across controllers, generating a variety of low-frequency carrier waves, and more. With buffered haptics, your application sends a buffer of bytes to one or both controllers, where the bytes are interpreted as a series of amplitude values, from 0 (no vibrational amplitude) to 255 (maximum vibrational amplitude)."

    "A buffer consists of a series of bytes with values from 0 to 255, where 0 represents no amplitude (i.e no vibration), and 255 represents the maximum amplitude (or intensity) of vibration that is allowed by the SDK."



    OMG ... I checked only Unity's manual. I have not checked the data. Thank you very much!