Start a rumble effect on a gamepad.
Defined in <SDL3/SDL_gamepad.h>
bool SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
SDL_Gamepad * | gamepad | the gamepad to vibrate. |
Uint16 | low_frequency_rumble | the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF. |
Uint16 | high_frequency_rumble | the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF. |
Uint32 | duration_ms | the duration of the rumble effect, in milliseconds. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
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.
This function is available since SDL 3.1.3.