Android vibrate is deprecated. How to use VibrationEffect in Android>= API 26? –

Development issue/problem:

I use Android’s VIBRATOR_SERVICE to provide haptic feedback for a single keystroke.

((Vibrator) getSystemService(VIBRATOR_SERVICE)).vibrate(300) ;

Android Studio warns me that the vibrate(interval) method is outdated, I should use VibrationEffect for API>23.

So I used the VibrationEffect createOneShot method, which takes 2 parameters: Interval and amplitude.

I tried to find it but I had no idea what the amplitude was, does anyone know how to use it?

Code update added

// Vibration for 150 milliseconds
private void shakeItBaby() {
if (Build.VERSION.SDK_INT >= 26) {
((Vibrator) getSystemService(VIBRATOR_SERVICE)).vibrate(VibrationEffect.createOneShot(150,10));
} otherwise {
((Vibrator) getSystemService(VIBRATOR_SERVICE)).vibrate(150);
}
}.

How can I solve this problem?

Solution 1:

The amplitude is the int value. It’s the power of vibration. It must be a value between 1 and 255, or DEFAULT_AMPLITUDE, which is -1.

You can use it as VibrationEffect.DEFAULT_AMPLITUDE.

More information can be found here

Solution 2:

with Kotlin

private fun vibrate(){
fall vibrator = context.getSystemService(Context.VIBRATOR_SERVICE) as vibrator
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
vibrator.vibrate(VibrationEffect.createOneShot(200, VibrationEffect.DEFAULT_AMPLITUDE)))
} else {
vibrator.vibrate(200)
}
}.

Solution 3:

It can be used for haptic (vibration) feedback:

view.performHapticFeedback(HapticFeedbackConstants.LONG_PRESS) ;

There are other constants in HapticFeedback Constants such as VIRTUAL_KEY, KEYBOARD_TAP …

Solution 4:

updated for Kotlin

// vibrates the device for 100 milliseconds.fun vibrateDevice(context: Context) {val vibrator = getSystemService(context, Vibrator::class.java)vibrator?.let {as (Build.VERSION.SDK_INT >= 26) {the.vibrate(VibrationEffect.createOneShot(100, VibrationEffect.DEFAULT_AMPLITUDE)))} else {@Suppress(DEPRECATION)it.vibrate(100)}}}}}

Call the function as follows:

vibrateDevice (requireContext())

Make sure you add the permission for AndroidManifest.xml as follows:

Note that you do not need to ask permission while using the vibrations.

The vacuum must be removed in another place, as a warning for the new SDK.

Solution No 5:

I encountered this problem and discovered that VibrationEffect.createWaveform() uses about the same long template as the old vibrate().

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This allows you to reuse an existing model (this is a feature of the Kotlin extension):

nice Context.vibrate(pattern: LongArray) {
fall vibrator =
applicationContext.getSystemService(Context.VIBRATOR_SERVICE) as Vibrator? ? Return

if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
vibrator.vibrate(
VibrationEffect.createWaveform(pattern, VibrationEffect.DEFAULT_AMPLITUDE)
)

} otherwise {
@Delete(DEPRECATION)
vibrator.vibrate(pattern, -1)
}
}.

And instead of VibrationEffect.createOneShot() you can also use a pattern (e.g. longArrayOf(0, 150)) so that it is not necessary to use different functions.

Solution No 6:

This library can help you:
https://github.com/josephrubin/Rumble-4-Android

All you need is
Rumble.once(150) ;

It manages the API versions for you.

Solution No 7:

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Search and install Xamarin.Essentials

try {
var duration = TimeSpan.FromMilliseconds(300);
Vibrate.Vibrate(duration);
}
catch (FeatureNotSupported Exception ex){}
catch (Exception ex){}.

Solution No 8:

work for me Kotlin Extra Fun

for the tactile effect, the vibration has 5 milliseconds!!! (DURATION OF HAPTIC FEEDBACK)

fun Context.performHapticFeedback() { vibrator
fall = getSystemService(Context.VIBRATOR_SERVICE) as Vibrator
as (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) { vibration effect
fall vibrationEffect = vibration effect.createOneShot(HAPTIC_FEEDBACK_DURATION, VibrationEffect.DEFAULT_AMPLITUDE)
vibrator.vibrate(vibrationEffect)
} else {
vibrator.vibrate(TimeUnit.MILLISECONDS.toMillis(SHORT_HAPTIC_FEEDBACK_DURATION)
}
}.

private const val SHORT_HAPTIC_FEEDBACK_DURATION = 5L

with

addOnItemTouchListener(ItemTouchListener { position, event ->
if (event.action == MotionEvent.ACTION_DOWN)))) {
context.performHapticFeedback()
}
})

Approval

Good luck ✌ :))))))

Good luck!

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