The Wiimote can also receive events. At any time, you can change enable/disable a specific Wiimote, change its LEDs, or make it vibrate.
All these events use a value that corresponds to the slot of the Wiimote that shall be controlled.
This event makes the Wiimote vibrate as long as the input value is higher or equal to 0.5.
Note: To stop the Wiimote from vibrating it is important to send a message with a value under 0.5. If no message is sent, then the Wiimote will keep on vibrating.
This event controls the activation of the Wiimote. It is an equivalent to clicking the “enable” button in the Wiimote drawer.
You can set the LEDs of the Wiimote by two different ways:
1.0) control the amount of LEDs displayed, like a bar graph.
16.01)) is used to display the input number using the four LEDs of the Wiimote.
There is a ready to use example running Max/MSP in the Sample Patches folder. This patch features a fun way of transforming audio input into a bar graph on the Wiimote.