logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Interface IFeedbackEffect

    One unit of feedback to actuate (vibration, LED, screen flash, hit-stop, screen shake, …). Effects are engine-agnostic, immutable data; a channel that CanPlay the concrete type turns it into a physical effect. The service applies global intensity via Scaled(float) before dispatch (global enable/disable is gated separately by the service).

    Namespace: Serenity.Feedback.Application.Effects
    Assembly: Serenity.Feedback.Application.dll
    Syntax
    public interface IFeedbackEffect

    Properties

    BypassesGlobalGate

    Declaration
    bool BypassesGlobalGate { get; }
    Property Value
    Type Description
    bool

    When true, this effect ignores the global vibration enable/intensity settings — it is dispatched even when feedback is disabled and is never passed through Scaled(float). Reserved for non-haptic effects (e.g. audio) that must not be silenced or attenuated by the controller-vibration toggle. Haptic effects return false.

    EffectKind

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

    Stable identifier of the effect type (e.g. "vibration"). Used for logging/diagnostics.

    Methods

    Scaled(float)

    Returns a copy of this effect scaled by the global intensity multiplier (0..1).

    Declaration
    IFeedbackEffect Scaled(float globalIntensity)
    Parameters
    Type Name Description
    float globalIntensity

    Global multiplier; values outside 0..1 are clamped by the effect.

    Returns
    Type Description
    IFeedbackEffect

    A new, scaled effect of the same type.

    In this article
    © 2026 Serenity. All Rights Reserved