the gamepad to vibrate.
the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF.
the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF.
the duration of the rumble effect, in milliseconds.
true on success or false on failure; call SDL_GetError() for more information.
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.