rumble method
Start a rumble effect on a 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.
\param gamepad the gamepad to vibrate. \param low_frequency_rumble the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF. \param high_frequency_rumble the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF. \param duration_ms the duration of the rumble effect, in milliseconds. \returns true on success or false on failure; call SDL_GetError() for more information.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Implementation
bool rumble(int lowFrequencyRumble, int highFrequencyRumble, int durationMs) {
return sdlRumbleGamepad(
this, lowFrequencyRumble, highFrequencyRumble, durationMs);
}