On Linux (PipeWire / ALSA), the 4-channel USB audio playback device for
the DualSense controller is named 'Wireless Controller' based on Sony's
USB product descriptor string. Previously, FindDevice() only matched
names containing 'DualSense', causing quad-channel endpoint discovery to
fail on Linux systems.
Add 'Wireless Controller' to the allowed endpoint names when 4 channels
are present, and add a test case verifying discovery under this name.
* controller: cycle DualSense speaker volume, vibration and trigger intensity in game
Three new input mapping controls cycle the PS5's controller settings in
game (default keys 1, 2 and 3): speaker volume (100% -> off -> 2% -> 12%
-> 42%), vibration intensity and trigger effect intensity (strong -> off
-> weak -> medium). Each starts at full and is not saved.
Changing vibration or trigger intensity re-sends the game's last rumble
and trigger effect, so the change is felt immediately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Clean up controller settings test captures and formatting
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* pad: send DualSense speaker and haptic audio over Bluetooth
* ci: fix Opus clang-cl build and macOS memory tracker test
* docs: remove Bluetooth notes from project README
* pad: keep Bluetooth audio work off emulation timing path
* pad: smooth DualSense speaker audio on USB and Bluetooth
* tests: find available macOS guest range for page manager
* pad: keep haptic waveform when Bluetooth queue overflows
* audio: reject zero output sample frequency
* Simplify DualSense audio routing and fix Bluetooth batching
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Co-authored-by: Codex <codex@openai.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* audio: play pad speaker ports on the DualSense speaker
Route the right channel to the speaker with the audio-control values the Linux hid-playstation
driver uses without headphones, and fall back to the main output while no DualSense audio device
is active. Also stop the previous DualSense's rumble when another DualSense becomes active.
* audio: harden DualSense speaker routing and fallback
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Co-authored-by: nmzik <Nmzik@mail.ru>
* audio: play DualSense haptics from vibration audio ports
Games drive the DualSense's actuators through a vibration audio port, one channel per actuator.
These ports had no device, so their samples were dropped. Over USB the DualSense is a 4-channel
audio device whose back channels feed the actuators; play the port's samples there through SDL.
The device is looked up while the port plays, so the controller can be connected at any time. The
queue keeps about the latency of the regular audio path, with the playback rate nudged by up to 3%
when the port is fed off real time.
While haptic audio plays, hold a DualSense's rumble at zero: SDL disables audio haptics whenever
rumble is non-zero.
Add pad_haptics tests for the sample conversion, device-name matching and rate correction.
* Simplify DualSense audio haptics and restore idle rumble
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Co-authored-by: nmzik <Nmzik@mail.ru>