Backed out accidentally committed PR https://github.com/libsdl-org/SDL/pull/4849
diff --git a/src/joystick/hidapi/SDL_hidapi_switch.c b/src/joystick/hidapi/SDL_hidapi_switch.c
index f26ec24..70fa710 100644
--- a/src/joystick/hidapi/SDL_hidapi_switch.c
+++ b/src/joystick/hidapi/SDL_hidapi_switch.c
@@ -1006,27 +1006,11 @@ HIDAPI_DriverSwitch_ActuallyRumbleJoystick(SDL_DriverSwitch_Context *ctx, Uint16
*
* More information about these values can be found here:
* https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md
- *
- * The switch's rumble doesn't act like a traditional controller with two separate motors attached to
- * different sized weights. Instead, the two values are like two sine waves that get added together.
- * You can play around with different combinations here https://www.desmos.com/calculator/0lqas9aq89
- * There's a fairly narrow frequency range around 100-250Hz that really shakes the controller,
- * everything else is quite weak. To get a low frequency rumble, you can offset two frequencies
- * by a target low rumble frequency, which gets you a very noticeable variation in amplitude.
- * (It'll be much clearer if you click that link and play around a bit)
- * I picked 0xA4 and 0x3E based on a sweep of values ~40hz apart, because they produced the least rattle
- * in my controller. This may not extend to other Switch controllers, however.
*/
-
- /* Maximum low frequency is reached when both values are the same */
- /* Maximum high frequency is reached with one value at zero */
- const Uint32 lowOutput = low_frequency_rumble + high_frequency_rumble;
- const Uint16 highOutput = low_frequency_rumble;
-
- const Uint16 k_usHighFreq = 0xA4; /* ~194.4Hz */
- const Uint8 k_ucHighFreqAmp = EncodeRumbleHighAmplitude(highOutput);
- const Uint8 k_ucLowFreq = 0x3E; /* ~153.2Hz */
- const Uint16 k_usLowFreqAmp = EncodeRumbleLowAmplitude(SDL_min(lowOutput, SDL_MAX_UINT16));
+ const Uint16 k_usHighFreq = 0x0074;
+ const Uint8 k_ucHighFreqAmp = EncodeRumbleHighAmplitude(high_frequency_rumble);
+ const Uint8 k_ucLowFreq = 0x3D;
+ const Uint16 k_usLowFreqAmp = EncodeRumbleLowAmplitude(low_frequency_rumble);
if (low_frequency_rumble || high_frequency_rumble) {
EncodeRumble(&ctx->m_RumblePacket.rumbleData[0], k_usHighFreq, k_ucHighFreqAmp, k_ucLowFreq, k_usLowFreqAmp);