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.
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).
Components of a linear resonant actuator (LRA).
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.
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.
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.".
Vibration acceleration levels.
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:
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.
Plot of step function input waveform.
Plot of actual measured waveform, showing more organic transitions
between levels.
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:
Plot of measured waveform, showing smoother transitions.
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:
These predefined haptic constants and primitives can greatly speed up your work
while creating high-quality haptic effects.
Content and code samples on this page are subject to the licenses described in the Content License. Java and OpenJDK are trademarks or registered trademarks of Oracle and/or its affiliates.
Last updated 2025-06-10 UTC.
[null,null,["Last updated 2025-06-10 UTC."],[],[],null,["# Analyze vibration waveforms\n\nThe most common vibration actuators on Android devices are [linear resonant\nactuators (LRAs)](https://medium.com/@SomaticLabs/what-is-a-linear-resonant-actuator-81cc25f85779). LRAs simulate the feeling of a button click\non what is otherwise an unresponsive glass surface. A clear and crisp click\nfeedback signal typically lasts between 10 and 20 milliseconds in duration. This\nsensation makes user interactions feel more natural. For virtual keyboards, this\nclick feedback can increase typing speed and reduce errors.\n\nLRAs have a few common [resonant frequencies](https://en.wikipedia.org/wiki/Resonance#Examples):\n\n- 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.\n- Other models of LRAs have lower resonance frequencies, at around 150 Hz. The sensation is qualitatively softer and fuller (in dimension). \nComponents of a linear resonant actuator (LRA).\n\n\u003cbr /\u003e\n\nGiven the same input voltage at two different frequencies, the vibration output\namplitudes can be different. The further away the frequency is from the LRA's\nresonant frequency, the lower its vibration amplitude.\n\nA given device's haptic effects use both the vibration actuator and its driver.\nHaptic drivers that include overdrive and active braking features can reduce the\nrise time and ringing of LRAs, leading to a more responsive and clear vibration.\n\nVibrator output acceleration\n----------------------------\n\n\nThe frequency-to-output-acceleration mapping (FOAM) describes the maximum\nachievable output acceleration (in G peak) at a given vibration frequency (in\nHertz). Starting in Android 16 (API level 36), the platform provides built-in\nsupport for this mapping through the `VibratorFrequencyProfile`. You can use\nthis class, along with the [basic](/reference/android/os/VibrationEffect.BasicEnvelopeBuilder) and [advanced](/reference/android/os/VibrationEffect.WaveformEnvelopeBuilder) envelope APIs, to create\nhaptic effects.\n\nMost LRA motors have a single peak in their FOAM, typically near their resonant\nfrequency. Acceleration generally decreases exponentially as frequency deviates\nfrom this range. The curve may not be symmetrical and might feature a plateau\naround the resonant frequency to protect the motor from damage.\n\nThe adjacent plot shows an example FOAM for an LRA motor. \nExample FOAM for an LRA motor.\n\n\u003cbr /\u003e\n\n### Human perception detection threshold\n\n\nThe *human perception detection threshold* refers to the minimum acceleration of\na vibration that a person can reliably detect. This level varies based on the\nvibration frequency.\n\nThe adjacent plot shows the human haptic perception detection threshold, in\nacceleration, as a function of temporal frequency. The threshold data is\nconverted from displacement threshold in Figure 1 of Bolanowski Jr., S. J., et\nal.'s 1988 article,\n[\"Four channels mediate the mechanical aspects of touch.\"](https://pubmed.ncbi.nlm.nih.gov/3209773/).\n\nAndroid automatically handles this threshold in the `BasicEnvelopeBuilder`,\nwhich verifies that all effects use a frequency range that prodcues vibration\namplitudes that exceed the human perception detection threshold by at least\n10 dB. \nHuman haptic perception detection threshold.\n\n\u003cbr /\u003e\n\nAn online tutorial further explains the [conversion between acceleration\namplitude and displacement amplitude](https://www.tangerinex.com/tutorial-1).\n\n### Vibration acceleration levels\n\n\nHuman perception of vibration intensity, a *perception* measure, doesn't grow\nlinearly with vibration amplitude, a *physical* parameter. Perceived intensity\nis characterized by sensation level (SL), which is defined as a dB amount above\nthe detection threshold at the same frequency.\n\nThe corresponding vibration acceleration amplitude (in G peak) can be calculated\nas follows: \n$$ Amplitude(G) = 10\\^{Amplitude(db)/20} $$\n\n...where the amplitude dB is the sum of SL and detection threshold---the value\nalong the vertical axis in the adjacent plot---at a particular frequency.\n\nThe adjacent plot shows the vibration acceleration levels at 10, 20, 30, 40 and\n50 dB SL, along with the human haptic perception detection threshold (0 dB SL),\nas a function of temporal frequency. The data is estimated from Figure 8 in\nVerrillo, R. T., et al.'s 1969 article, [\"Sensation magnitude of vibrotactile\nstimuli.\"](https://link.springer.com/article/10.3758/BF03212793). \nVibration acceleration levels.\n\n\u003cbr /\u003e\n\nAndroid automatically handles this conversion in the `BasicEnvelopeBuilder`,\nwhich takes values as normalized intensities in the sensation level space (dB\nSL) and converts them to output acceleration. The `WaveformEnvelopeBuilder`, on\nthe other hand, doesn't apply this conversion and takes values as normalized\noutput acceleration amplitudes in the acceleration space (Gs) instead. The\nenvelope API assumes that, when a designer or developer thinks about changes in\nvibration strength, they expect the perceived intensity to follow a piecewise\nlinear envelope.\n\nDefault waveform smoothing on devices\n-------------------------------------\n\nFor illustration, consider how a custom waveform pattern behaves on a generic\ndevice: \n\n### Kotlin\n\n val timings: LongArray = longArrayOf(50, 50, 50, 50, 50, 100, 350, 250)\n val amplitudes: IntArray = intArrayOf(77, 79, 84, 99, 143, 255, 0, 255)\n val repeatIndex = -1 // Don't repeat.\n\n vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex))\n\n### Java\n\n long[] timings = new long[] { 50, 50, 50, 50, 50, 100, 350, 250 };\n int[] amplitudes = new int[] { 77, 79, 84, 99, 143, 255, 0, 255 };\n int repeatIndex = -1 // Don't repeat.\n\n vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex));\n\nThe following plots show the input waveform and output acceleration\ncorresponding to the preceding code snippets. Note that the acceleration\nincreases gradually, not suddenly, whenever there is a step change of amplitude\nin the pattern---that is, at 0ms, 150ms, 200ms, 250ms, and 700ms. There is also an\novershoot at each step change of amplitude, and there is visible ringing that\nlasts at least 50ms when the input amplitude suddenly drops to 0.\n\n\nPlot of step function input waveform. \nPlot of actual measured waveform, showing more organic transitions between levels.\n\n\u003cbr /\u003e\n\nImproved haptic pattern\n-----------------------\n\nTo avoid overshoot and reduce ringing time, change the amplitudes more\ngradually. The following shows the waveform and acceleration plots of the\nrevised version: \n\n### Kotlin\n\n val timings: LongArray = longArrayOf(\n 25, 25, 50, 25, 25, 25, 25, 25, 25, 25, 75, 25, 25,\n 300, 25, 25, 150, 25, 25, 25\n )\n val amplitudes: IntArray = intArrayOf(\n 38, 77, 79, 84, 92, 99, 121, 143, 180, 217, 255, 170, 85,\n 0, 85, 170, 255, 170, 85, 0\n )\n val repeatIndex = -1 // Do not repeat.\n\n vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex))\n\n### Java\n\n long[] timings = new long[] {\n 25, 25, 50, 25, 25, 25, 25, 25, 25, 25, 75, 25, 25,\n 300, 25, 25, 150, 25, 25, 25\n };\n int[] amplitudes = new int[] {\n 38, 77, 79, 84, 92, 99, 121, 143, 180, 217, 255, 170, 85,\n 0, 85, 170, 255, 170, 85, 0\n };\n int repeatIndex = -1; // Do not repeat.\n\n vibrator.vibrate(VibrationEffect.createWaveform(timings, amplitudes, repeatIndex));\n\n\nPlot of input waveform with additional steps. \nPlot of measured waveform, showing smoother transitions.\n\n\u003cbr /\u003e\n\nCreate more complex haptic effects\n----------------------------------\n\nOther elements in a satisfying click response are more intricate, requiring some\nknowledge of the LRA used in a device. For best results, use the device's\npre-fabricated waveforms and platform-provided constants, which let you do the\nfollowing:\n\n- Perform clear effects and [primitives](/develop/ui/views/haptics/custom-haptic-effects#primitives).\n- Concatenate them to compose new haptic effects.\n\nThese predefined haptic constants and primitives can greatly speed up your work\nwhile creating high-quality haptic effects."]]