Hi guys, this is Todd Riggins aka Pepsi :)
I really feel that I approached the FFB stuff in the wrong way. Those ffb effects that are played from the .ffb effect files are meant to be played by themselfs without any other effects interfearing with them. So trying to code it to play "multiple effects at once" was pretty much a lost cause. One fact that supports that is the ffb buffer for the game controller is limited. so trying to play more than one effect will fill that buffer up and then you get unexpected results.
I should of had coded the dll where you could create ffb effects during realtime. I strongly believe this is how AAA games that incoporate FFB does it. I have been toying with the idea of creating a new "rumble" dll... with the addition of XBox360 gamepad support(as a seperate dll)... hrmmm...
I really feel that I approached the FFB stuff in the wrong way. Those ffb effects that are played from the .ffb effect files are meant to be played by themselfs without any other effects interfearing with them. So trying to code it to play "multiple effects at once" was pretty much a lost cause. One fact that supports that is the ffb buffer for the game controller is limited. so trying to play more than one effect will fill that buffer up and then you get unexpected results.
I should of had coded the dll where you could create ffb effects during realtime. I strongly believe this is how AAA games that incoporate FFB does it. I have been toying with the idea of creating a new "rumble" dll... with the addition of XBox360 gamepad support(as a seperate dll)... hrmmm...