Controller audio and game feedback¶
Documentation index · Compatibility · Profile Editor
Choose the feedback source¶
| Source | What it does | Where to configure it |
|---|---|---|
| Native game feedback | Receives the supported virtual controller's game-authored rumble, haptics, lighting and trigger effects | Advanced → Output, Feedback and Audio |
| Audio Haptics | Creates vibration from captured system or application sound | Audio Haptics page or editor tab |
| Trigger Lab | Supplies your persistent adaptive-trigger effects | Trigger Lab page or editor tab |
| DSX game mods | Receives supported mod trigger/light commands on this PC; no audio/PCM haptics | Settings → Integrations |
Controller speaker audio is another path: it plays sound through a speaker or headset. It is not the same signal as advanced haptics. Start by testing one source, then combine them deliberately. Trigger Lab overrides incoming adaptive effects only on its enabled triggers; Audio Haptics offers Mix and Replace.
Native DualSense feedback¶
- Confirm the game supports DualSense features and ordinary controller input works.
- In Profile Editor → Advanced → Output, choose a compatible DualSense output.
- In Advanced → Feedback, keep game feedback to the physical controller enabled.
- In Advanced → Audio, enable the required controller audio/speaker support.
Select the VIIPER virtual
Wireless Controllerrender endpoint for game audio; choose that endpoint in the game too when it offers a controller-audio choice. - Save and restart the game if the output changed. Disable overlapping Steam Input remapping for the game. Turn off Trigger Lab on triggers whose native effects you want to test, and disable Audio Haptics while checking native haptics.
A physical DualSense/Edge provides adaptive resistance. Other feedback can be translated for supported hardware, but translation is not identical to that controller's original effects. Do not infer native game support from an ordinary rumble test. See compatibility.
USB native haptics¶
From 5.0.30, DS4Windows uses a separate USB route for the native waveform channels of the matching virtual DualSense/Edge Windows audio endpoint. It renders only the two actuator channels to the matching physical controller; audible speaker streaming and Audio Haptics remain independent. Both Windows audio endpoints must be enabled, unmuted and expose four-channel audio. Profile speaker volume/mute does not scale these waveform channels. Editor motor previews can also override native USB motor mode, then restore the game's cached mode when the preview stops. Follow the USB acceptance checks.
Indicator lights and application control¶
DualSense/Edge player and microphone indicators are under Profile Editor > Lightbar > Indicator LEDs. Use Passthru plus Device settings to follow application LED requests. A specific profile choice overrides them; returning to Device settings in Passthru restores the latest remembered application state. Normal mode retains the existing controller-specific policy. The orange light does not itself configure or mute microphone audio; mute indication and DSX commands retain their priority. See the Lightbar guide for available patterns and Reapply indicators.
Speaker and headset routing¶
Open Profile Editor → Advanced → Audio. Controls depend on physical model and connection.
- Stream audio to controller enables the selected audio source.
- Audio source chooses the Windows render endpoint to capture. For native game/controller sound, use the virtual PlayStation endpoint matching the profile output rather than an unrelated desktop endpoint.
- USB DualSense speaker selects the physical Windows endpoint for a USB DualSense. Bluetooth streams directly to the supported physical controller.
- Audio output chooses Controller speaker, Headset only, or Follow headphone jack. Follow switches to AUX headphones when the physical controller reports headphones connected, then returns to the speaker on unplug. It is available for managed DualSense/Edge USB and Bluetooth audio and genuine DualShock 4 Bluetooth audio. DualShock 4 USB audio is handled by Windows. The manual choices remain available, and existing profiles retain their choice. An active Audio Haptics app-audio route override keeps its own routing choice.
- Speaker volume and the separate headset/AUX controls adjust their respective routes. Start at a low level, then raise it while testing the chosen endpoint.
Audio Haptics' Play app through controller can supply captured app audio to this route. Its source override is shown in Advanced → Audio; choosing another Audio source there releases the override.
For Bluetooth speaker audio, Dynamic range can raise quieter detail and restrain loud effects; Bass/body boost changes body/bass emphasis. These speaker-processing controls do not alter native advanced-haptics channels. NVIDIA processing choices require the availability indicated by the UI.
Microphone¶
Enable controller microphone input where available, then select the appropriate input in the game, voice app or Windows sound settings. Adjust microphone level and noise suppression after verifying that an unmuted signal is reaching the app.
Bluetooth PlayStation microphone routing uses the matching VIIPER virtual capture endpoint. The virtual format follows the profile's output, so a physical model and its virtual audio endpoint need not have the same name.
For USB/legacy microphone routes, expand Advanced audio and choose the physical Windows capture source and the intended virtual-output render endpoint as described there. For example, a separately installed virtual cable uses its render side to receive microphone PCM; the voice app uses the cable's capture side. These endpoint selectors are not required for the supported VIIPER Bluetooth microphone route. DS4Windows does not install a virtual cable itself.
DualSense mute button¶
Mute Button Mutes Input/Output is the master control for the profile's mute-button routing behaviour. The speaker and microphone mute options depend on that master toggle. Enable mute button light controls the LED; the LED setting alone does not configure Windows microphone routing.
If Mute button switches profiles is enabled, choose the mute-on and mute-off profiles. Ensure those profiles use the intended output/audio settings before testing, so switching does not look like an unexplained routing change.
Nintendo headset support¶
Switch 2 Pro uses its USB headset path and Windows Headphones/Microphone endpoints. Bluetooth headset audio is unsupported. See Nintendo USB headset setup.
Collecting native-feedback diagnostics¶
Use Log > Verbose logging, restart, reproduce for 1–2 minutes and use Copy Text to share the full log, labelled USB or Bluetooth. Disable verbose logging after the capture. The physical-native timing summary remains available while controller-speaker audio is streaming. Its USB completion measures the HID write; Bluetooth completion measures transport ownership handoff. Neither proves vibration strength or radio delivery. See the diagnostic field guide.
If sound or feedback is missing¶
Check the selected physical controller, USB/Bluetooth connection, virtual output, endpoint and mute state. Confirm the game is sending the feature you expect. After changing output, restart the game and reselect its audio device if needed. Test with Audio Haptics and Trigger Lab disabled to isolate native feedback.
Use Troubleshooting and Log and diagnostics. The Bluetooth audio/haptics reference describes transport, processing and lifecycle details for developers.