> For the complete documentation index, see [llms.txt](https://owo-game.gitbook.io/owo-api/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://owo-game.gitbook.io/owo-api/welcome/what-is-a-sensation.md).

# What is a Sensation

Sensations are the physical stimuli that you feel when interacting with the virtual world. They are made up by a group of microsensations, which are the smallest units that can be felt.&#x20;

A microsensation(micro) is composed of 6 parameters:

<figure><img src="https://1239966512-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fak7kTg35zt9Z1gidKEzy%2Fuploads%2FJGUnoXUq5VrZy8LQRjxM%2FUntitled.png?alt=media&amp;token=5d164da8-abf9-4a47-8c69-017b54db2349" alt="" width="328"><figcaption></figcaption></figure>

1. **Frequency:** Pulses per second (Hz).
   1. A micro with a frequency of 10 will send 10 pulses per second, which would feel like independent impacts, since there are noticeable time between pulses (1 tenth of a second).
   2. A micro with a higher frequency (like 100) will result in a “continuous” sensation, since there is no noticeable time between pulses  (e.g. wind or bleeding).
2. **Duration:** Seconds that the micro lasts.
   1. For example, if you create a micro with a frequency of 1 and 1 sec of duration, you will feel 1 pulse after 1 second.&#x20;
   2. On the other hand, if you create a micro with a frequency of 10 and 0.1 sec of duration, you will immediately feel 1 pulse.

{% hint style="warning" %}
You cannot send a frequency of 1 in less than 1 second. Since the pulse would be sent after 1 second.
{% endhint %}

3. **Intensity:** Percentage that indicates how strong the micro will be felt.
   1. A nice sensation such as the wind could have an intensity value of 2%.
   2. Whereas a shotgun recoil sensation could have an intensity value of 70%.
   3. Usually, our death sensations have an intensity value of 100% 😀
4. **Ramp up:** Seconds it takes for the micro to progressively go from 0 to the assigned intensity.
5. **Ramp down:** Seconds it takes for the micro to progressively go from the assigned intensity to 0.
6. **Exit time:** Seconds between one micro and the next one.

{% hint style="info" %}
We encourage you to experiment with all this parameters using our [Sensations Creator tool](/owo-api/tools/sensations-creator.md) to feel the differences between the values of each parameter.
{% endhint %}

### Baked Sensations

Baked sensation have an unique identifier and are defined before the connection, by using their ID you can send a baked sensation without needing to create it again. Also, baked sensations intensity can be adjusted by users in the MyOWO app.

{% hint style="danger" %}
If you send a baked sensation without adding it to your [game auth](/owo-api/welcome/configure-your-project.md), nothing would be felt.
{% endhint %}

A sensation that is not baked is known as a dynamic sensation, and can be sent from anywhere in the project without needing to be configured in the [game auth](/owo-api/welcome/configure-your-project.md).

#### **Families**

Baked sensation are grouped by a sensation family, this helps organize your sensations inside the calibration menu of MyOWO app.

### Sensation Example

{% hint style="info" %}
The sensation codes used below were created using our [Sensation Creation tool](/owo-api/tools/sensations-creator.md)
{% endhint %}

{% tabs %}
{% tab title="C#" %}

```csharp
//Dynamic Sensation
var sensation = Sensation.Parse("60,1,70,0,0,0,Hit|0%100")
//Baked Sensation
var bakedSensation = Sensation.Parse("0~Jump~100,4,50,0,400,0,Jump|2%100~environment-5~Parkour#")
```

{% endtab %}

{% tab title="C++" %}

```cpp
//Dynamic Sensation
auto sensation = SensationsParser::Parse("60,1,70,0,0,0,Hit|0%100")
//Baked Sensation
auto bakedSensation = SensationsParser::Parse("0~Jump~100,4,50,0,400,0,Jump|2%100~environment-5~Parkour#")
```

{% endtab %}
{% endtabs %}
