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    Interface IFeedbackChannel

    One output modality of the feedback system (vibration, LED, screen flash, hit-stop, screen shake, …). The service routes each IFeedbackEffect to every channel whose CanPlay(IFeedbackEffect) returns true. Channels are actuators: they receive an already-scaled effect and own its lifetime (duration/restoration), scheduling work via IFeedbackRuntime.

    Namespace: Serenity.Feedback.Application.Interfaces
    Assembly: Serenity.Feedback.Application.dll
    Syntax
    public interface IFeedbackChannel

    Properties

    ChannelId

    Declaration
    string ChannelId { get; }
    Property Value
    Type Description
    string

    Stable identifier of the channel (e.g. "vibration", "led").

    Methods

    CanPlay(IFeedbackEffect)

    Whether this channel handles the given effect type.

    Declaration
    bool CanPlay(IFeedbackEffect effect)
    Parameters
    Type Name Description
    IFeedbackEffect effect

    The effect to test.

    Returns
    Type Description
    bool

    True when this channel can actuate the effect.

    Play(FeedbackTarget, IFeedbackEffect)

    Actuates an already-scaled effect on the given target.

    Declaration
    void Play(FeedbackTarget target, IFeedbackEffect effect)
    Parameters
    Type Name Description
    FeedbackTarget target

    The resolved target (relevant for gamepad channels; ignored by screen-global ones).

    IFeedbackEffect effect

    The already-scaled effect to play.

    Stop(FeedbackTarget)

    Stops output for the given target.

    Declaration
    void Stop(FeedbackTarget target)
    Parameters
    Type Name Description
    FeedbackTarget target

    The target to silence.

    StopAll()

    Stops/restores output for every target this channel can reach.

    Declaration
    void StopAll()
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