Start a rumble effect on a gamepad.
Defined in <SDL3/SDL_gamepad.h>
int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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 |
Returns 0, or -1 if rumble isn't supported on this gamepad
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 3.0.0.