A Flutter plugin for playing powerful, custom haptic feedback patterns. This package provides a unified API for Android and iOS, giving developers access to fine-grained vibration control and Apple Core Haptics .ahap files.
- ✅ Unified API: A single, easy-to-use Dart API for both platforms.
- 🎯 Custom Waveforms: Full control of vibration timing, intensity, and looping.
- 🍎 Core Haptics on iOS: Play custom
.ahapfiles and control the player state. - 🧠 Predefined Patterns: A suite of built-in methods like
lightTap(),success(),error()and more. - 🧩 Native Android Effects: Access system-level vibration effects like
tick,heavyClick, etc. - 🛡️ Capability Detection: Easily check if a device supports advanced haptics.
- 🪶 Graceful Fallbacks: Sensible defaults for unsupported hardware or platforms.
| Feature | Android (8.0+ / API 26+) | iOS (13.0+ / iPhone 8+) |
|---|---|---|
| Waveform | ✅ Native | ✅ Emulated |
.ahap Playback |
🔁 Fallback | ✅ Native |
| Player Controls | ❌ N/A | ✅ Native |
| Amplitude Control | ✅ Native | ✅ Native |
| Predefined Patterns | ✅ Native + Custom | ✅ Native |
ℹ️ Note: iPads do not support Core Haptics. Always use
hasCustomHapticsSupport()before playing advanced patterns to ensure a good user experience.
(This section remains the same as it covers initial setup for both platforms)
Add advanced_haptics to your pubspec.yaml dependencies:
dependencies:
advanced_haptics: ^0.0.7 # Use the latest versionThen, run flutter pub get in your terminal.
Add the VIBRATE permission to your android/app/src/main/AndroidManifest.xml:
<manifest ...>
<!-- Add this line -->
<uses-permission android:name="android.permission.VIBRATE"/>
<application ...>
</application>
</manifest>To play custom patterns on iOS, add your .ahap files to your project assets (e.g., under an assets/haptics/ folder) and declare the folder in your pubspec.yaml:
flutter:
assets:
- assets/haptics/Import the package in your Dart file:
import 'package:advanced_haptics/advanced_haptics.dart';These methods are designed to work on both Android and iOS, with graceful fallbacks where necessary.
final bool hasSupport = await AdvancedHaptics.hasCustomHapticsSupport();
if (hasSupport) {
// Safe to use advanced haptics
}Use these for quick, consistent feedback across your app.
await AdvancedHaptics.lightTap();
await AdvancedHaptics.mediumTap();
await AdvancedHaptics.heavyRumble();
await AdvancedHaptics.success();
await AdvancedHaptics.error();Immediately cancels any ongoing haptic effect on either platform.
///atTime for iOS only
await AdvancedHaptics.stop(atTime: 0.0);These methods expose powerful, native-only features. Check for platform or use hasCustomHapticsSupport() before calling.
Design unique patterns with precise control over timings (in milliseconds), amplitudes (0-255), and an optional repeat index. While this is emulated on iOS, it provides the most granular control on Android.
// Plays a pattern, with no repeat
await AdvancedHaptics.playWaveform(
[0, 100, 100, 200], // Timings: [delay, on, off, on]
[0, 180, 0, 255], // Amplitudes for each segment
repeat: -1 // -1 means no repeat
);Play Android's built-in system haptic effects using an enum. This has no effect on iOS.
await AdvancedHaptics.playPredefined(AndroidPredefinedHaptic.tick);Available enums: click, doubleClick, tick, heavyClick, pop, thud, ringtone1.
Trigger your custom-designed haptic experiences on supported iPhones. This is the highest-fidelity way to play haptics on iOS.
await AdvancedHaptics.playAhap('assets/haptics/success.ahap');These methods control the state of the active CHHapticAdvancedPatternPlayer on iOS, which is typically started by playAhap or playWaveform. They have no effect on Android.
// Pause the currently playing haptic pattern
await AdvancedHaptics.pause(atTime: 0.0);
// Resume a paused pattern
await AdvancedHaptics.resume(atTime: 0.0);
// Jump to 0.5 seconds into the pattern
await AdvancedHaptics.seek(offset: 0.5);
// Cancel all scheduled events and stop immediately
await AdvancedHaptics.cancel();We welcome issues, feature requests, and pull requests! If submitting code, please test on both Android and iOS where applicable and provide details on the devices used.
This project is licensed under the MIT License. See the LICENSE file for full details.