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Adaptive trigger effects deep dive
Every adaptive trigger effect the DualSense ships — vibration, weapon, galloping, bow, machine, feedback — mapped to MIDI inputs for haptic monitoring.
Updated
Adaptive trigger effects are Sony's killer hardware feature, and the gamepad doesn't know they were only meant for games. Universal Controller MIDI exposes all six effect modes — and drives them from incoming MIDI so you can feel your tracks while you mix.
The six effects
Each effect takes different parameters and produces a distinct sensation. The mapping editor exposes them under Haptics → Trigger effect, with intensity ranges that map directly to the values Sony's firmware accepts.
| Effect | Params | Intensity range | Behaviour | Best for |
|---|---|---|---|---|
vibration | start, amplitude, frequency | amp 0–8, freq 0–255 | Continuous buzz while held past start position | Kick drum monitoring — feel the 4-on-the-floor |
weapon | start, end, strength | str 0–8 | Resistance ramp then hard click at end | Sidechain pumping — hard click on each duck |
galloping | start, end, first foot, second foot, frequency | foot 0–9, freq 0–255 | Two-beat clop pattern between start and end | Hi-hat / shaker patterns — feel the swing |
bow | start, end, strength, snap force | str 0–8, snap 0–8 | Smooth pull, sudden release at end | Long string swells — sustained resistance with release |
machine | start, end, amp A, amp B, frequency, period | amp 0–8, period 0–9 | Two amplitudes alternate over a period | Two-rate textures — synced LFOs you can feel |
feedback | position, strength | str 0–8 | Single resistance bump at fixed position | Threshold alerts — "you just clipped" tactile flag |
Driving effects from incoming MIDI
The bridge speaks MIDI in, too. Listen on the same virtual port for events from your DAW and route them to triggers. Map kick (note 36) → vibration on LT. Map a CC envelope follower → weapon strength on RT. Every effect parameter is automatable.
{
"trigger": "LT",
"effect": "galloping",
"params": { "start": 1, "end": 7, "firstFoot": 2, "secondFoot": 5, "frequency": 8 },
"trigger_on": { "type": "note", "channel": 1, "note": 42 }
} To drive a parameter dynamically from a CC — say, modulate vibration amplitude from your bus compressor's gain reduction meter (routed out as MIDI CC) — bind the CC to the effect param directly:
{
"trigger": "RT",
"effect": "vibration",
"params": { "start": 0, "amplitude": "{cc7}", "frequency": 60 },
"trigger_on": { "type": "cc", "channel": 1, "cc": 7, "threshold": ">0" }
} Calibration + safe ranges
Position parameters are 0–9 (resolution of the trigger pull). Amplitude/strength is 0–8. Frequency is 0–255. Running max amplitude + low frequency for sustained periods drains battery fast and warms the controller — keep amplitude under 6 for set-long use.
Real-world scenarios
Five places adaptive haptics change how you work:
- Late-night mixing. Headphones off, family asleep. Kick on LT (vibration), snare on RT (weapon). You can hear the mix at conversation volume and still feel the rhythm section.
- Sidechain tuning. Route the compressor's gain-reduction CC into a
weaponeffect. Pull RT slowly — the click position tells you exactly where threshold sits without watching the meter. - Tempo confirmation on stage. A
gallopingeffect bound to a clock divider gives you a private metronome in the trigger hand. Quieter and more reliable than an in-ear click. - Clipping alert. Bus peak meter sends a CC; bind it to
feedbackwith position 9. Trigger snaps hard the instant you go over — eyes-free safety net. - Long-form ambient.
bowon RT for slow filter sweeps; the resistance build-and-release matches the swell shape, so muscle memory teaches you the curve.
Adaptive trigger effects are a Pro feature. Background reading: velocity curves deep dive and the haptic-feedback blog post.