Hi. Currently, I am working on UE 4.27.2 with the haptic feedback feature for the DualSense controller. I have enabled the AdvancedVibrationMode property in the PS5Input.ini config, created a submix endpoint with the “vibration output” mode, and put it on my audio cues.
It works correcty but it has a problem with the intensity of the vibration output. Using the empirical method, I found out that our oudio tracks are not strong enough to shake the haptic engines sufficiently to have good feedback in the hands.
My questions are:
How can we increase the vibration output without increasing the speaker output?
Or how can we decrease the speaker output if we increase the dB of the WAV audio track? (Thus, I think, unnecessary noises will appear in the audio tracks.)
Or could we change the volume of each output independently?
Or could we separate these signals and just play an audio track or a cue on the controller’s haptics without the speaker’s output?
According to the answer to my colleague’s questions, I haven’t found any ways to resolve it.
I have tried to use the “play haptic effect”, but I have met a problem with the conversion from haptic to force feedback data. As far as I have studied many answers on the forum by the theme and came to the conclusion that the UE4 has only one way to process the vibration for the DualSense only via an endpoint.