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🎮 Dualsense-Multiplatform

The Ultimate Cross-Platform DualSense & DualShock API

Pure C++ • Zero Dependencies • Engine Agnostic

Build Status CodeQL License: MIT


Report Bug · Suggest a Feature · Documentation · Security Policy

Core Tech Stack
C++20 CMake

Supported Platforms
Windows Linux macOS PlayStation

Microcontrollers & SBCs
Raspberry Pi ESP32 Pico W

Game Engine Ready
Unreal Engine Godot Unity O3DE


Works with any C++ project — Game Engines, Emulators, Desktop Apps, and more

FeaturesExamplesInstallationTestsIntegrationArchitectureContributing

Important

API Migration Notice (v1.0.0+): To improve clarity and architectural separation, gamepad features (Lightbar, Triggers, Haptics, etc.) are now accessed via specialized interfaces. Use the new helper methods (e.g., GetIGamepadLightbar()) to retrieve the specific interface before calling its functions. See more

Important

V1.0.0 Adds a new Bluetooth audio feature for headsets and speakers. See more


🚀 What is Dualsense-Multiplatform?

Dualsense-Multiplatform is a high-performance, policy-based C++ library that unlocks the full potential of Sony's DualSense and DualShock 4 controllers through direct HID communication.

Unlike generic gamepad APIs (XInput, SDL, etc.), Gamepad-Core gives you raw, low-level access to advanced hardware features that standard drivers can't touch.

🌍 True Cross-Platform Architecture

Dualsense-Multiplatform is engine-agnostic by design. It is a pure C++ library that works anywhere C++20 is supported.

The library leverages policy-based design to abstract platform-specific details. This zero-cost abstraction makes it trivial to extend support to new platforms or custom hardware without touching the core logic.


✨ Features

  • 🏗️ Extensible Multi-Platform Architecture Engine-agnostic C++20 design. Supporting new hardware is as simple as implementing the core connection interface, making it suitable for any environment—from PC to embedded systems.
  • 🔌 Dynamic Connection (Hot-Swap) Robust plug-and-play logic that automatically detects controller connection and disconnection in real-time.
  • ⚡ High-Performance & Low-Latency Optimized for minimal CPU overhead and memory footprint, ensuring zero impact on the main application loop.
  • 🎮 Transparent Integration Designed to coexist with existing system input managers without device conflicts or driver interference.
  • 🎧 Audio Haptics Advanced haptic feedback driven by real-time audio data (via USB and Wireless).
  • 🎯 Adaptive Triggers Precise low-level control over resistance, haptic effects, and vibration for R2/L2 triggers.
  • 💡 Lightbar & LED Control Programmatic control over the controller's LED colors and player indicators.
  • 🎤 Smart Mute Logic Automatic handling of the microphone mute LED state based on device status.
  • 🎮 Multi-Controller Support Native support for DualSense (Standard/Edge) and DualShock 4. The model-agnostic architecture is prepared for legacy hardware expansion, such as PS1 and PS2 models.

🏆 Implementations & Integrations

1. Unreal Engine — Primary Integration

Unreal-Dualsense (v2.0.3)

The flagship plugin bringing native DualSense support to UE5 via Blueprint and C++.

  • ✅ Live Adaptive Trigger prototyping via Data Tables.
  • ✅ Real-time Audio-to-Haptics submix processing.
  • ✅ Native Input System integration for Force Feedback & Motion.

2. Raspberry Pico W — Microcontroller Integration

Demonstrating the extreme portability and architectural efficiency of the library, the same core logic used in AAA game engines runs perfectly on a Pico W (264KB RAM / 2MB Flash).

🎥 Watch the example video on YouTube

The Pico W implementation includes complete support for all advanced DualSense capabilities:

Input Output (Haptics & More)
Motion: Full 6-Axis Gyro & Accel Adaptive Triggers: Weapon, Feedback & Buzz modes
Touchpad: Multi-touch & Coordinates Haptic Feedback: Dual independent motor control
System: Battery & Charging status RGB Lightbar: Full color & Player LED control
Standard: All 17 buttons + Analog sticks Architecture: Production-ready C++20

The Pico W implementation uses the exact same C++ core files as the Unreal and O3DE integrations, with zero logic changes.

👉 Check out the Pico W implementation

3. Other Prototypes & Mods


Prerequisites

  • CMake 3.20 or higher
  • C++20 compatible compiler (MSVC, GCC, Clang)
  • Ninja (recommended) or Make

📦 Installation & Submodules

Depending on your project needs, you can clone Gamepad-Core in different ways. The library is designed to be modular, allowing you to include only what is necessary for your target environment.

1. 🍃 Minimal Version (Core Only)

Ideal for: Embedded systems (ESP32, Raspberry Pi Pico W, etc.), OS-level applications, engine integrations, or resource-constrained environments where external audio libraries are not required.

  • Features: Basic HID communication, buttons, sticks, triggers (feedback/resistance), and lightbar control.

  • Engine & App Ready: Designed as a lightweight backend for custom engines (Unreal, Unity via Native C++) or standalone desktop applications.

  • Size: Very small footprint with zero external dependencies.

  • Flexibility: This core version serves as the foundation for all implementations; you can manually link your own OS-native audio API if needed.

git clone https://github.com/rafaelvaloto/Gamepad-Core.git

2. 🛠️ Developer Version (Full + Tests)

Ideal for: Contributors, library development, or if you want to run the integration tests on your hardware.

  • Features: Everything in Standard + the complete Integration Test suite.
git clone --recursive https://github.com/rafaelvaloto/Gamepad-Core.git

If you have already cloned the repository without submodules, run:

git submodule update --init --recursive

🧪 Tests

The fastest way to verify Gamepad-Core on your hardware is by running the Integration Tests. This requires cloning the repository with all submodules.

# Configure and build
cmake -S . -B cmake-build-release -DCMAKE_BUILD_TYPE=Release -DBUILD_TESTS=ON
cmake --build cmake-build-release --target test-gamepad-outputs -j

# Run (make sure your DualSense/DualShock is connected)
./cmake-build-release/Tests/Integration/test-gamepad-inputs

🎮 Test Controls

Once the console application is running, use your DualSense to test the features:

Input Testing (test-gamepad-inputs)

The test-gamepad-inputs executable allows you to monitor controller data in real-time. To avoid log misalignment due to terminal width limits, it is highly recommended to test one parameter at a time.

Usage:

./cmake-build-release/Tests/Integration/test-gamepad-inputs [flags]

Available Flags:

Flag Description
--buttons Displays digital button states (Cross, Circle, etc.)
--analogs Displays stick and trigger positions (Default if no flags)
--touch Displays detailed touchpad data (ID, Fingers, Position, Velocity)
--sensors Displays Motion Sensor data (Gyroscope and Accelerometer)

Note: When --touch or --sensors are passed, the respective hardware features are automatically enabled on the controller.


Output Testing (test-gamepad-outputs)

The test-gamepad-outputs executable allows you to test various controller feedback mechanisms, including vibrations, lightbar colors, and adaptive triggers.

Usage:

./cmake-build-release/Tests/Integration/test-gamepad-outputs

[ FACE BUTTONS ]

Button Action Effect
❌ Cross Vibration/LED Heavy Rumble + 🔴 Red Light
⭕ Circle Vibration/LED Soft Rumble + 🔵 Blue Light
🟥 Square Trigger Effect Activates GameCube-style trigger snap on R2
🔺 Triangle Reset Stops all effects (Panic Button)

[ D-PAD & SHOULDERS (Trigger Mods) ]

Button Hand Effect
L1 L2 Gallop Effect (Vibration on trigger)
R1 R2 Machine Gun Effect (Fast vibration)
⬆️ Up L2 Feedback (Rigid Resistance)
⬇️ Down R2 Bow (String Tension)
⬅️ Left R2 Weapon (Semi-Automatic)
➡️ Right R2 Automatic Gun (Buzzing)

🎧 Audio Haptics Integration Test (test-audio-haptics)

This integration test demonstrates the engine's capability to stream synchronized audio and haptic data using miniaudio and Opus compression.

Usage:

# Play a specific WAV file (using relative path)
./cmake-build-release/Tests/Integration/test-audio-haptics "Tests/Integration/Datasets/ES_Touch_SCENE.wav"

# Capture system audio (Loopback mode)
./cmake-build-release/Tests/Integration/test-audio-haptics

Device Capabilities & Audio Specs

  • Connection: DualSense controller supported via USB and Bluetooth.
  • Bluetooth Streaming: Now supports Audio + Haptics over Bluetooth using Opus codec compression for high-performance, low-latency wireless feedback.
  • Sample Rates: Fully compatible with 48kHz, 24kHz, and 16kHz frequencies.
    • Default: 48kHz (can be manually configured in the project settings).
  • USB Mode: Provides native high-fidelity 48kHz haptics.

1. WAV Playback

Streams audio to the default system output while simultaneously processing and sending compressed haptic data to the controller.

2. System Audio (Loopback)

Captures real-time system output and converts it into haptic feedback on the fly—perfect for testing with external media or games.


🎛️ Multi-Channel Haptics Test (test-channels-haptics)

The test-channels-haptics allows testing multiple controllers simultaneously with independent audio sources for haptics.

Usage:

# Assign different WAV files to different gamepads (using relative paths)
./cmake-build-release/Tests/Integration/test-channels-haptics "Tests/Integration/Datasets/ES_Touch_SCENE.wav" "Tests/Integration/Datasets/ES_Replay_Lawd_Ito.wav"

# If more controllers are connected than files provided, the last file is repeated.
# If no file is provided, it defaults to System Audio Loopback for all controllers.

Features:

  • Independent Channels: Gamepad 1 gets the first WAV, Gamepad 2 gets the second, and so on.
  • Automatic Assignment: Automatically detects connected gamepads and starts a dedicated audio worker for each.
  • Hot-Swap Support: New controllers connected during the test will automatically start receiving haptic feedback.

🎵 Music Credits

Special thanks to Epidemic Sound for providing high-quality royalty-free music for testing:

  1. Track: Touch
    Artist: SCENE
    Source: Epidemic Sound

  2. Track: Replay
    Artist: Lawd Ito
    Source: Epidemic Sound


Break Changes v1.0.0

// Scan for connected devices
Registry->PlugAndPlay(DeltaTime);
auto* Gamepad = Registry->GetLibrary(0)

if (Gamepad->IsConnected())
{
    if (auto* Lightbar = Gamepad->GetIGamepadLightbar())
    {
       Lightbar->SetLightbar({0, 255, 0});
    }
    
    if (auto* Trigger = Gamepad->GetIGamepadTrigger())
    {
    }
    
    // ⚠️ REQUIRED: Update output to apply all changes
    gamepad->UpdateOutput();
}

// Available methods for retrieving interfaces.
IGamepadTouch* GetIGamepadTouch() override { return this; }
IGamepadTrigger* GetIGamepadTrigger() override { return this; }
IGamepadHaptics* GetIGamepadHaptics() override { return this; }
IGamepadLightbar* GetIGamepadLightbar() override { return this; }
IGamepadRumbles* GetIGamepadRumbles() override { return this; }
IGamepadSensors* GetIGamepadSensors() override { return this; }
IGamepadSettings* GetIGamepadSettings() override { return this; }

Minimal Example (Standalone C++)

#include "GCore/Templates/TBasicDeviceRegistry.h"

// 1. Choose your platform policy
#ifdef _WIN32
    #include "Platform/windows/windows_hardware_policy.h"
    using platform_hardware = windows_platform::windows_hardware;
#else
    #include "Platform/linux/linux_hardware_policy.h"
    using platform_hardware = linux_platform::linux_hardware;
#endif

// 2. Define your registry policy
#include "Examples/Adapters/Tests/test_device_registry_policy.h"
using DeviceRegistry = GamepadCore::TBasicDeviceRegistry<Test_DeviceRegistryPolicy>;

int main() {
    // Initialize hardware layer
    auto Hardware = std::make_unique<HardwareInfo>();
    IPlatformHardwareInfo::SetInstance(std::move(Hardware));

    // Create device registry
    auto Registry = std::make_unique<DeviceRegistry>();

    // Game loop
    while (true) {
        float DeltaTime = 0.016f; // 60 FPS
        
        // Scan for connected devices
        Registry->PlugAndPlay(DeltaTime);

        // Get first connected gamepad
        if (auto* Gamepad = Registry->GetLibrary(0)) {
            if (Gamepad->IsConnected()) {
                // Update input state
                Gamepad->UpdateInput(DeltaTime);
                
                // Read button state
                auto Context = Gamepad->GetMutableDeviceContext();
                auto Input = Context->GetInputState();
                
                if (Input.bCross) {
                    // Trigger haptic feedback
                    Gamepad->GetIGamepadLightbar()->SetLightbar({255, 0, 0});
                    // Apply vibration
                    Gamepad->GetIGamepadRumbles()->SetRumble(255, 128);
                    
                    // ⚠️ REQUIRED: Update output to apply all changes
                    Gamepad->UpdateOutput();
                }
                
                // Control adaptive triggers
                if (auto* Trigger = Gamepad->GetIGamepadTrigger()) {
                    // Example Custom Trigger Bow(0x22)
                    std::vector<uint8_t> BufferTrigger(10);
                    BufferTrigger[0] = 0x22;
                    BufferTrigger[1] = 0x02;
                    BufferTrigger[2] = 0x01;
                    BufferTrigger[3] = 0x3f;
                    BufferTrigger[4] = 0x00;
                    BufferTrigger[5] = 0x00;
                    BufferTrigger[6] = 0x00;
                    BufferTrigger[7] = 0x00;
                    BufferTrigger[8] = 0x00;
                    BufferTrigger[9] = 0x00;

                    if (Trigger) {
                        Trigger->SetCustomTrigger(EDSGamepadHand::Right, BufferTrigger);
                        Gamepad->UpdateOutput();
                    }
                }
                
                // Audio Haptic Interface
                if (auto* Haptic = Gamepad->IGamepadAudioHaptics()) {
                    // Convert audio buffer into haptic feedback
                    // Haptic->AudioHapticUpdate(<AudioData>);
                }
            }
        }
        std::this_thread::sleep_for(std::chrono::milliseconds(DeltaTime));
    }
}

This design makes it trivial to support custom platforms (e.g., PlayStation SDK, proprietary embedded systems) without touching core logic.

🧩 Architecture

Gamepad-Core follows strict separation of concerns to ensure portability and extensibility:

┌─────────────────────────────────────────────────────────────┐
│                    Your Application                         │
│              (Game Engine, Desktop App, Tool)               │
└────────────────────────┬────────────────────────────────────┘
                         │
         ┌───────────────┴───────────────┐
         │   Adapter Layer (Policy)      │  ◄── You implement this
         │  (Engine-specific bindings)   │      (or use examples)
         └───────────────┬───────────────┘
                         │
         ┌───────────────┴───────────────┐
         │      GCore (Abstract)         │
         │  • Device Registry            │  ◄── Pure C++, stable API
         │  • ISonyGamepad Interface     │
         │  • IGamepadTrigger Interface  │
         └───────────────┬───────────────┘
                         │
         ┌───────────────┴───────────────┐
         │   GImplementations (Drivers)  │
         │  • DualSense HID Protocol     │  ◄── Hardware-specific
         │  • DualShock 4 HID Protocol   │
         └───────────────┬───────────────┘
                         │
         ┌───────────────┴───────────────┐
         │   Platform Policy (OS/HAL)    │  ◄── OS-specific I/O
         │  • Windows (SetupAPI + HID)   │
         │  • Linux (HIDAPI)             │
         │  • macOS (IOKit)              │
         │  • Custom (PS5 SDK, etc.)     │
         └───────────────────────────────┘

🎵 Audio Pipeline — How It Works

Gamepad-Core provides a complete audio-to-haptics and audio-to-speaker pipeline. Here's how the data flows from your application to the DualSense hardware:

┌─────────────────────────────────────────────────────────────┐
│                    YOUR APPLICATION                         │
│  • Captures audio (game sounds, music, etc.)                │
│  • Mixes audio channels                                     │
│  • Applies effects/filters                                  │
└──────────────────────┬──────────────────────────────────────┘
                       │ (sends audio buffer)
                       ▼
┌─────────────────────────────────────────────────────────────┐
│                   GAMEPAD-CORE LIB                          │
│  • Receives audio buffer                                    │
│  • Converts to haptic commands (for haptics)                │
│  • Encodes for speaker output (for speaker)                 │
│  • Sends via HID (USB/Bluetooth)                            │
└──────────────────────┬──────────────────────────────────────┘
                       │ (HID commands)
                       ▼
┌─────────────────────────────────────────────────────────────┐
│                   DUALSENSE HARDWARE                        │
│  • Vibration motors (haptics)                               │
│  • Built-in speaker                                         │
└─────────────────────────────────────────────────────────────┘

🤝 Contributing

Contributions are welcome! Whether you want to:

  • Add support for a new platform (e.g., FreeBSD, Android)
  • Improve documentation or examples
  • Optimize HID communication
  • Report bugs or suggest features

Feel free to open an Issue or submit a Pull Request.

Guidelines

  1. Follow the existing code style (use clang-format)
  2. Test your changes with a physical controller
  3. Update documentation if you add new features
  4. Keep commits focused and well-described

⭐ Credits and Acknowledgments

The foundation of this plugin was built upon the research and code from several amazing projects in the community:

Special thanks to the community members who helped improve this plugin:

  • yncat: For the extensive research and implementation logic regarding USB Audio Haptics, which was crucial for supporting high-fidelity haptics via USB (Issue #105).

⚖️ Legal & Trademarks

This software is an independent project and is not affiliated with Sony Interactive Entertainment Inc., Epic Games, Unity Technologies, Godot Engine, or any of their subsidiaries.

Trademarks belong to their respective owners:

  • Sony: PlayStation, DualSense, DualShock are trademarks of Sony Interactive Entertainment Inc.
  • Microsoft: Windows, Xbox are trademarks of Microsoft Corporation
  • Apple: macOS is a trademark of Apple Inc.
  • Epic Games: Unreal Engine is a trademark of Epic Games, Inc.
  • Unity: Unity is a trademark of Unity Technologies
  • Godot: Godot and the Godot logo are trademarks of the Godot Engine project

⬆ Back to Top


This project is licensed under the MIT License. See the LICENSE file for details.

Copyright (c) 2025 Rafael Valoto

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High-performance, policy-based C++ library for Sony controllers (PS5 DualSense, PS4 DualShock, PS3). Zero Dependencies • Engine Agnostic. A flexible middleware validated across AAA engines and microcontrollers.

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