The most common vibration actuators on Android devices are linear resonant actuators (LRAs). LRAs simulate the feeling of a button click on what is otherwise an unresponsive glass surface. A clear and crisp click feedback signal typically lasts between 10 and 20 milliseconds in duration. This sensation makes user interactions feel more natural. For virtual keyboards, this click feedback can increase typing speed and reduce errors.
LRAs have a few common resonant frequencies:
- Some LRAs had resonant frequencies in the 200 to 300 Hz range, which coincides with the frequency at which human skin is most sensitive to vibration. The sensation of vibrations at this frequency range are usually described as smooth, sharp, and penetrating.
- Other models of LRAs have lower resonance frequencies, at around 150 Hz. The sensation is qualitatively softer and fuller (in dimension).
Given the same input voltage at two different frequencies, the vibration output amplitudes can be different. The further away the frequency is from the LRA's resonant frequency, the lower its vibration amplitude.
A given device's haptic effects use both the vibration actuator and its driver. Haptic drivers that include overdrive and active braking features can reduce the rise time and ringing of LRAs, leading to a more responsive and clear vibration.
Vibrator output acceleration
The frequency-to-output-acceleration mapping (FOAM) describes the maximum
achievable output acceleration (in G peak) at a given vibration frequency (in
Hertz). Starting in Android 16 (API level 36), the platform provides built-in
support for this mapping through the VibratorFrequencyProfile
. You can use
this class, along with the basic and advanced envelope APIs, to create
haptic effects.
Most LRA motors have a single peak in their FOAM, typically near their resonant frequency. Acceleration generally decreases exponentially as frequency deviates from this range. The curve may not be symmetrical and might feature a plateau around the resonant frequency to protect the motor from damage.
The adjacent plot shows an example FOAM for an LRA motor.
Human perception detection threshold
The human perception detection threshold refers to the minimum acceleration of a vibration that a person can reliably detect. This level varies based on the vibration frequency.
The adjacent plot shows the human haptic perception detection threshold, in acceleration, as a function of temporal frequency. The threshold data is converted from displacement threshold in Figure 1 of Bolanowski Jr., S. J., et al.'s 1988 article, "Four channels mediate the mechanical aspects of touch.".
Android automatically handles this threshold in the BasicEnvelopeBuilder
,
which verifies that all effects use a frequency range that prodcues vibration
amplitudes that exceed the human perception detection threshold by at least
10 dB.
An online tutorial further explains the conversion between acceleration amplitude and displacement amplitude.
Vibration acceleration levels
Human perception of vibration intensity, a perception measure, doesn't grow linearly with vibration amplitude, a physical parameter. Perceived intensity is characterized by sensation level (SL), which is defined as a dB amount above the detection threshold at the same frequency.
The corresponding vibration acceleration amplitude (in G peak) can be calculated as follows:
...where the amplitude dB is the sum of SL and detection threshold—the value along the vertical axis in the adjacent plot—at a particular frequency.
The adjacent plot shows the vibration acceleration levels at 10, 20, 30, 40 and 50 dB SL, along with the human haptic perception detection threshold (0 dB SL), as a function of temporal frequency. The data is estimated from Figure 8 in Verrillo, R. T., et al.'s 1969 article, "Sensation magnitude of vibrotactile stimuli.".
Android automatically handles this conversion in the BasicEnvelopeBuilder
,
which takes values as normalized intensities in the sensation level space (dB
SL) and converts them to output acceleration. The WaveformEnvelopeBuilder
, on
the other hand, doesn't apply this conversion and takes values as normalized
output acceleration amplitudes in the acceleration space (Gs) instead. The
envelope API assumes that, when a designer or developer thinks about changes in
vibration strength, they expect the perceived intensity to follow a piecewise
linear envelope.
Default waveform smoothing on devices
For illustration, consider how a custom waveform pattern behaves on a generic device:
Kotlin
val timings: LongArray = longArrayOf(50, 50, 50, 50, 50, 100, 350, 250)
val amplitudes: IntArray = intArrayOf(77, 79, 84, 99, 143, 255, 0, 255)
val repeatIndex = -1 // Don't repeat.
vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex))
Java
long[] timings = new long[] { 50, 50, 50, 50, 50, 100, 350, 250 };
int[] amplitudes = new int[] { 77, 79, 84, 99, 143, 255, 0, 255 };
int repeatIndex = -1 // Don't repeat.
vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex));
The following plots show the input waveform and output acceleration corresponding to the preceding code snippets. Note that the acceleration increases gradually, not suddenly, whenever there is a step change of amplitude in the pattern—that is, at 0ms, 150ms, 200ms, 250ms, and 700ms. There is also an overshoot at each step change of amplitude, and there is visible ringing that lasts at least 50ms when the input amplitude suddenly drops to 0.
Improved haptic pattern
To avoid overshoot and reduce ringing time, change the amplitudes more gradually. The following shows the waveform and acceleration plots of the revised version:
Kotlin
val timings: LongArray = longArrayOf(
25, 25, 50, 25, 25, 25, 25, 25, 25, 25, 75, 25, 25,
300, 25, 25, 150, 25, 25, 25
)
val amplitudes: IntArray = intArrayOf(
38, 77, 79, 84, 92, 99, 121, 143, 180, 217, 255, 170, 85,
0, 85, 170, 255, 170, 85, 0
)
val repeatIndex = -1 // Do not repeat.
vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex))
Java
long[] timings = new long[] {
25, 25, 50, 25, 25, 25, 25, 25, 25, 25, 75, 25, 25,
300, 25, 25, 150, 25, 25, 25
};
int[] amplitudes = new int[] {
38, 77, 79, 84, 92, 99, 121, 143, 180, 217, 255, 170, 85,
0, 85, 170, 255, 170, 85, 0
};
int repeatIndex = -1; // Do not repeat.
vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex));
Create more complex haptic effects
Other elements in a satisfying click response are more intricate, requiring some knowledge of the LRA used in a device. For best results, use the device's pre-fabricated waveforms and platform-provided constants, which let you do the following:
- Perform clear effects and primitives.
- Concatenate them to compose new haptic effects.
These predefined haptic constants and primitives can greatly speed up your work while creating high-quality haptic effects.