Community-maintained Agent Skills for complete Swift and Apple-platform app delivery.
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Load this reference when implementing engine ownership, custom events, live modulation, parameter curves, or AHAP playback.
Keep the engine and reusable players together. Engine callbacks are not guaranteed to arrive on the main thread, so hop to the owner before changing its state.
import CoreHaptics
@MainActor
final class HapticEngineController {
private var engine: CHHapticEngine?
private var continuousPlayer: (any CHHapticPatternPlayer)?
var isSupported: Bool {
CHHapticEngine.capabilitiesForHardware().supportsHaptics
}
func prepare() throws {
guard isSupported, engine == nil else { return }
let newEngine = try CHHapticEngine()
newEngine.isAutoShutdownEnabled = true
newEngine.stoppedHandler = { [weak self] reason in
Task { @MainActor in
self?.handleStop(reason)
}
}
newEngine.resetHandler = { [weak self] in
Task { @MainActor in
try? self?.recoverAfterReset()
}
}
engine = newEngine
try newEngine.start()
}
func stop() {
continuousPlayer = nil
engine?.stop()
engine = nil
}
private func handleStop(_ reason: CHHapticEngine.StoppedReason) {
continuousPlayer = nil
}
private func recoverAfterReset() throws {
guard let engine else { return }
continuousPlayer = nil
try engine.start()
// Recreate players and re-register audio resources needed by active UI.
}
}If automatic shutdown conflicts with precise media timing, leave it disabled and explicitly start/stop the engine at the experience boundary.
Use a transient event for a custom impulse that a standard feedback generator cannot represent.
extension HapticEngineController {
func playTap(intensity: Float, sharpness: Float) throws {
guard isSupported else { return }
try prepare()
guard let engine else { return }
let event = CHHapticEvent(
eventType: .hapticTransient,
parameters: [
.init(parameterID: .hapticIntensity, value: intensity),
.init(parameterID: .hapticSharpness, value: sharpness),
],
relativeTime: 0
)
let pattern = try CHHapticPattern(events: [event], parameters: [])
let player = try engine.makePlayer(with: pattern)
try player.start(atTime: CHHapticTimeImmediate)
}
}Clamp values derived from app state to the valid range before constructing parameters.
Start one player and modulate it. Recreating the pattern for every pointer update adds latency and loses playback continuity.
extension HapticEngineController {
func beginContinuousFeedback() throws {
guard isSupported else { return }
try prepare()
guard let engine else { return }
let event = CHHapticEvent(
eventType: .hapticContinuous,
parameters: [
.init(parameterID: .hapticIntensity, value: 1),
.init(parameterID: .hapticSharpness, value: 0.5),
],
relativeTime: 0,
duration: 30
)
let pattern = try CHHapticPattern(events: [event], parameters: [])
continuousPlayer = try engine.makePlayer(with: pattern)
try continuousPlayer?.start(atTime: CHHapticTimeImmediate)
}
func updateContinuousFeedback(intensity: Float, sharpness: Float) throws {
let parameters = [
CHHapticDynamicParameter(
parameterID: .hapticIntensityControl,
value: max(0, min(1, intensity)),
relativeTime: 0
),
CHHapticDynamicParameter(
parameterID: .hapticSharpnessControl,
value: max(-1, min(1, sharpness)),
relativeTime: 0
),
]
try continuousPlayer?.sendParameters(parameters, atTime: CHHapticTimeImmediate)
}
func endContinuousFeedback() throws {
try continuousPlayer?.stop(atTime: CHHapticTimeImmediate)
continuousPlayer = nil
}
}The long event duration is only a ceiling. Always stop on gesture end, cancellation, view disappearance, and ownership teardown.
Use a curve when the modulation is known in advance and should interpolate smoothly.
let event = CHHapticEvent(
eventType: .hapticContinuous,
parameters: [
.init(parameterID: .hapticIntensity, value: 1),
.init(parameterID: .hapticSharpness, value: 0.2),
],
relativeTime: 0,
duration: 1
)
let fade = CHHapticParameterCurve(
parameterID: .hapticIntensityControl,
controlPoints: [
.init(relativeTime: 0, value: 1),
.init(relativeTime: 0.7, value: 0.5),
.init(relativeTime: 1, value: 0),
],
relativeTime: 0
)
let pattern = try CHHapticPattern(events: [event], parameterCurves: [fade])For a value that depends on live touch or physics, send dynamic parameters instead.
AHAP is appropriate for reusable designer-tuned patterns and synchronized custom audio. Treat it as a bundled input that can fail to load.
extension HapticEngineController {
func playAHAP(named name: String, bundle: Bundle = .main) throws {
guard isSupported else { return }
try prepare()
guard let engine else { return }
guard let url = bundle.url(forResource: name, withExtension: "ahap") else {
throw CocoaError(.fileNoSuchFile)
}
try engine.playPattern(from: url)
}
}Use an advanced player when AHAP playback needs looping, pause/resume, seeking, or a completion callback. After an engine reset, recreate the player and any registered custom audio resources.
.ahap and referenced audio resource..tessl-plugin
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