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Razer Resonance

Razer Resonance controls the intensity at which Audio-to-Haptics plays, based on classification of the audio content.

Resonance does not generate haptics

Razer Sensa HD Haptics performs the audio-to-haptics conversion, configured by the profile the user selects in Synapse. Razer Resonance is a separate feature that determines how much of that conversion is expressed at any moment. The profile sets the character. Resonance sets the intensity.

Processing pipeline

  1. System audio output is captured in short chunks.
  2. Each chunk is classified by YAMNet, an on-device audio event classifier, approximately 8 times per second.
  3. Each recognized class maps to a haptic category, and each category maps to an intensity value between 0.0 and 1.0. This mapping ships as a configuration file inside the product.
  4. A class is only treated as detected when its confidence exceeds a threshold.
  5. When multiple classes are detected in the same chunk, the one producing the highest intensity is selected.
  6. The resulting gain value is sent to Razer Synapse over a WebSocket connection. Synapse drives the haptic hardware.

What this means for your mix

Classification runs on the final output bus, after everything your engine does to the signal. Two properties of that bus determine how legible your haptics are.

Confidence threshold. A class only registers once its confidence clears a threshold. Impact sounds that sit clearly in the mix classify more reliably than those buried in a dense bed.

Highest-intensity selection. In a real mix several classes are detected simultaneously. Only the highest-mapped one reaches the hardware, so a well-separated impact will dominate the surrounding bed rather than being averaged with it.

Intensity mapping

Only classes present in the shipped configuration produce haptic output. Unrecognized sounds produce no response.

Speech and music are mapped to intensity 0. Combined with highest-intensity selection, a passage in which speech is the only detected class resolves to zero gain regardless of the signal's low-frequency content.

Mechanism

This is a lookup returning zero, not active suppression of a co-present sound. An explosion detected alongside speech still produces output, because it maps to a higher intensity and wins selection.

Two consequences worth designing around:

  • Dialogue-heavy sequences are handled automatically. No work is required on your side to keep haptics quiet during conversation.
  • Music will not drive haptics through this path. If rhythmic or musical haptics are central to your design, author them explicitly through the WYVRN SDK.

Intensity smoothing

Gain is smoothed on an internal loop running approximately every 20 ms, with deliberately asymmetric behavior:

DirectionBehavior
IncreasingApplied immediately, with no attack ramp
DecreasingRamped down gradually

The characteristic response to an impact is an immediate rise followed by a smooth decay. A mix with dynamic range gives this envelope a clear rise to act on.

Silence behavior

While audio is silent, classification does not run. After 5 seconds of continuous silence, a zero-strength value is sent and the vibration stops and resets. Output resumes immediately when audio returns.

Reconnection behavior

The gain value is transmitted only when it changes. Whenever the WebSocket connection to Synapse opens, including reconnection after a drop, the current gain is re-sent immediately. Resynchronization does not require new audio.


Per-game haptic profiles

Sensa HD Haptics exposes four Audio-to-Haptics profiles in Synapse:

ProfileDescription
ControlledDeep, bass-focused response. Rarely triggers haptics for voice, including in-game chat.
BalancedGeneral-purpose default
DynamicThe most reactive preset
CustomUser-defined gains

A profile can be associated with a specific game under Haptic Game Profiles, and loads automatically when that title takes the foreground.

Defining a profile for your title

Razer curates the default profile for listed titles. A player's own profile selection always overrides the curated default, so treat a curated profile as a starting point rather than a guarantee.

Developers cannot ship a profile directly. A Chroma Sensa title integrating the WYVRN SDK may have a game-specific profile defined, subject to approval with the developer and internal QA at Razer. Contact Razer through Razer Indie Lab or your developer relations contact to begin that process.

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