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Use when implementing haptic feedback, Core Haptics patterns, audio-haptic synchronization, or debugging haptic issues - covers UIFeedbackGenerator, CHHapticEngine, AHAP patterns, and Apple's Causality-Harmony-Utility design principles from WWDC 2021
npx skill4agent add charleswiltgen/axiom axiom-hapticsUIFeedbackGeneratorCore Haptics// ✅ Immediate feedback on touch
@objc func buttonTapped() {
let generator = UIImpactFeedbackGenerator(style: .medium)
generator.impactOccurred() // Fire immediately
performAction()
}
// ❌ Delayed feedback loses causality
@objc func buttonTapped() {
performAction()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) {
let generator = UIImpactFeedbackGenerator(style: .medium)
generator.impactOccurred() // Too late!
}
}UIFeedbackGenerator.light.medium.heavy.rigid.softclass MyViewController: UIViewController {
let impactGenerator = UIImpactFeedbackGenerator(style: .medium)
override func viewDidLoad() {
super.viewDidLoad()
// Prepare reduces latency for next impact
impactGenerator.prepare()
}
@objc func userDidTap() {
impactGenerator.impactOccurred()
}
}// intensity: 0.0 (lightest) to 1.0 (strongest)
impactGenerator.impactOccurred(intensity: 0.5).medium.light.heavy.rigidclass PickerViewController: UIViewController {
let selectionGenerator = UISelectionFeedbackGenerator()
func pickerView(_ picker: UIPickerView, didSelectRow row: Int,
inComponent component: Int) {
selectionGenerator.selectionChanged()
}
}.success.warning.errorlet notificationGenerator = UINotificationFeedbackGenerator()
func submitForm() {
// Validate form
if isValid {
notificationGenerator.notificationOccurred(.success)
saveData()
} else {
notificationGenerator.notificationOccurred(.error)
showValidationErrors()
}
}.success.error.warningprepare()// ✅ Good - prepare before user action
@IBAction func buttonTouchDown(_ sender: UIButton) {
impactGenerator.prepare() // User's finger is down
}
@IBAction func buttonTouchUpInside(_ sender: UIButton) {
impactGenerator.impactOccurred() // Immediate haptic
}
// ❌ Bad - unprepared haptic may lag
@IBAction func buttonTapped(_ sender: UIButton) {
let generator = UIImpactFeedbackGenerator()
generator.impactOccurred() // May have 10-20ms delay
}prepare()Core HapticsCHHapticEngineCHHapticPatternPlayerCHHapticPatternCHHapticEventimport CoreHaptics
class HapticManager {
var engine: CHHapticEngine?
func initializeHaptics() {
// Check device support
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
print("Device doesn't support haptics")
return
}
do {
// Create engine
engine = try CHHapticEngine()
// Handle interruptions (calls, Siri, etc.)
engine?.stoppedHandler = { reason in
print("Engine stopped: \(reason)")
self.restartEngine()
}
// Handle reset (audio session changes)
engine?.resetHandler = {
print("Engine reset")
self.restartEngine()
}
// Start engine
try engine?.start()
} catch {
print("Failed to create haptic engine: \(error)")
}
}
func restartEngine() {
do {
try engine?.start()
} catch {
print("Failed to restart engine: \(error)")
}
}
}stoppedHandlerresetHandlerlet intensity = CHHapticEventParameter(
parameterID: .hapticIntensity,
value: 1.0 // 0.0 to 1.0
)
let sharpness = CHHapticEventParameter(
parameterID: .hapticSharpness,
value: 0.5 // 0.0 (dull) to 1.0 (sharp)
)
let event = CHHapticEvent(
eventType: .hapticTransient,
parameters: [intensity, sharpness],
relativeTime: 0.0 // Seconds from pattern start
)hapticIntensityhapticSharpnesslet intensity = CHHapticEventParameter(
parameterID: .hapticIntensity,
value: 0.8
)
let sharpness = CHHapticEventParameter(
parameterID: .hapticSharpness,
value: 0.3
)
let event = CHHapticEvent(
eventType: .hapticContinuous,
parameters: [intensity, sharpness],
relativeTime: 0.0,
duration: 2.0 // Seconds
)func playCustomPattern() {
// Create events
let tap1 = CHHapticEvent(
eventType: .hapticTransient,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.5),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
],
relativeTime: 0.0
)
let tap2 = CHHapticEvent(
eventType: .hapticTransient,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.7),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.7)
],
relativeTime: 0.3
)
let tap3 = CHHapticEvent(
eventType: .hapticTransient,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 1.0),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0)
],
relativeTime: 0.6
)
do {
// Create pattern from events
let pattern = try CHHapticPattern(
events: [tap1, tap2, tap3],
parameters: []
)
// Create player
let player = try engine?.makePlayer(with: pattern)
// Play
try player?.start(atTime: CHHapticTimeImmediate)
} catch {
print("Failed to play pattern: \(error)")
}
}func startRollingTexture() {
let event = CHHapticEvent(
eventType: .hapticContinuous,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.4),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.2)
],
relativeTime: 0.0,
duration: 0.5
)
do {
let pattern = try CHHapticPattern(events: [event], parameters: [])
// Use advanced player for looping
let player = try engine?.makeAdvancedPlayer(with: pattern)
// Enable looping
try player?.loopEnabled = true
// Start
try player?.start(atTime: CHHapticTimeImmediate)
// Update intensity dynamically based on ball speed
updateTextureIntensity(player: player)
} catch {
print("Failed to start texture: \(error)")
}
}
func updateTextureIntensity(player: CHHapticAdvancedPatternPlayer?) {
let newIntensity = calculateIntensityFromBallSpeed()
let intensityParam = CHHapticDynamicParameter(
parameterID: .hapticIntensityControl,
value: newIntensity,
relativeTime: 0
)
try? player?.sendParameters([intensityParam], atTime: CHHapticTimeImmediate)
}CHHapticPatternPlayerCHHapticAdvancedPatternPlayer{
"Version": 1.0,
"Metadata": {
"Project": "My App",
"Created": "2024-01-15"
},
"Pattern": [
{
"Event": {
"Time": 0.0,
"EventType": "HapticTransient",
"EventParameters": [
{
"ParameterID": "HapticIntensity",
"ParameterValue": 1.0
},
{
"ParameterID": "HapticSharpness",
"ParameterValue": 0.5
}
]
}
}
]
}{
"Version": 1.0,
"Pattern": [
{
"Event": {
"Time": 0.0,
"EventType": "AudioCustom",
"EventParameters": [
{
"ParameterID": "AudioVolume",
"ParameterValue": 0.8
}
],
"EventWaveformPath": "ShieldA.wav"
}
},
{
"Event": {
"Time": 0.0,
"EventType": "HapticContinuous",
"EventDuration": 0.5,
"EventParameters": [
{
"ParameterID": "HapticIntensity",
"ParameterValue": 0.6
}
]
}
}
]
}func loadAHAPPattern(named name: String) -> CHHapticPattern? {
guard let url = Bundle.main.url(forResource: name, withExtension: "ahap") else {
print("AHAP file not found")
return nil
}
do {
return try CHHapticPattern(contentsOf: url)
} catch {
print("Failed to load AHAP: \(error)")
return nil
}
}
// Usage
if let pattern = loadAHAPPattern(named: "ShieldTransient") {
let player = try? engine?.makePlayer(with: pattern)
try? player?.start(atTime: CHHapticTimeImmediate)
}class ViewController: UIViewController {
let animationDuration: TimeInterval = 0.5
func performShieldTransformation() {
// Start haptic/audio simultaneously with animation
playShieldPattern()
UIView.animate(withDuration: animationDuration) {
self.shieldView.transform = CGAffineTransform(scaleX: 1.2, y: 1.2)
self.shieldView.alpha = 0.8
}
}
func playShieldPattern() {
if let pattern = loadAHAPPattern(named: "ShieldContinuous") {
let player = try? engine?.makePlayer(with: pattern)
try? player?.start(atTime: CHHapticTimeImmediate)
}
}
}import AVFoundation
class AudioHapticCoordinator {
let audioPlayer: AVAudioPlayer
let hapticEngine: CHHapticEngine
func playCoordinatedExperience() {
// Prepare both systems
hapticEngine.notifyWhenPlayersFinished { _ in
return .stopEngine
}
// Start at exact same moment
let startTime = CACurrentMediaTime() + 0.05 // Small delay for sync
// Start audio
audioPlayer.play(atTime: startTime)
// Start haptic
if let pattern = loadAHAPPattern(named: "CoordinatedPattern") {
let player = try? hapticEngine.makePlayer(with: pattern)
try? player?.start(atTime: CHHapticTimeImmediate)
}
}
}class HapticButton: UIButton {
let impactGenerator = UIImpactFeedbackGenerator(style: .medium)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
impactGenerator.prepare()
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
impactGenerator.impactOccurred()
}
}class HapticSlider: UISlider {
let selectionGenerator = UISelectionFeedbackGenerator()
var lastValue: Float = 0
@objc func valueChanged() {
let threshold: Float = 0.1
if abs(value - lastValue) >= threshold {
selectionGenerator.selectionChanged()
lastValue = value
}
}
}class PullToRefreshController: UIViewController {
let impactGenerator = UIImpactFeedbackGenerator(style: .medium)
var isRefreshing = false
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let threshold: CGFloat = -100
let offset = scrollView.contentOffset.y
if offset <= threshold && !isRefreshing {
impactGenerator.impactOccurred()
isRefreshing = true
beginRefresh()
}
}
}func handleServerResponse(_ result: Result<Data, Error>) {
let notificationGenerator = UINotificationFeedbackGenerator()
switch result {
case .success:
notificationGenerator.notificationOccurred(.success)
showSuccessMessage()
case .failure:
notificationGenerator.notificationOccurred(.error)
showErrorAlert()
}
}func playHaptic() {
#if DEBUG
print("🔔 Playing haptic - Engine running: \(engine?.currentTime ?? -1)")
#endif
do {
let player = try engine?.makePlayer(with: pattern)
try player?.start(atTime: CHHapticTimeImmediate)
#if DEBUG
print("✅ Haptic started successfully")
#endif
} catch {
#if DEBUG
print("❌ Haptic failed: \(error.localizedDescription)")
#endif
}
}CHHapticEngine.start()func safelyStartEngine() {
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
print("Device doesn't support haptics")
return
}
do {
try engine?.start()
} catch {
print("Engine start failed: \(error)")
// Fall back to UIFeedbackGenerator
useFallbackHaptics()
}
}prepare()// ✅ Synchronized start
func playCoordinated() {
impactGenerator.prepare() // Reduce latency
// Start both simultaneously
audioPlayer.play()
impactGenerator.impactOccurred()
}