Re-enable haptic audio after rumble on PS5 controller

Also make sure we don't set any other state when we're not intending to, and added more interesting effects which are currently not exposed via API
diff --git a/src/joystick/hidapi/SDL_hidapi_ps5.c b/src/joystick/hidapi/SDL_hidapi_ps5.c
index 790f671..61dedf7 100644
--- a/src/joystick/hidapi/SDL_hidapi_ps5.c
+++ b/src/joystick/hidapi/SDL_hidapi_ps5.c
@@ -107,12 +107,17 @@
     Uint8 ucEnableBits2;                /* 1 */
     Uint8 ucRumbleRight;                /* 2 */
     Uint8 ucRumbleLeft;                 /* 3 */
-    Uint8 rgucUnknown1[6];              /* 4 */
+    Uint8 ucHeadphoneVolume;            /* 4 */
+    Uint8 ucSpeakerVolume;              /* 5 */
+    Uint8 ucMicrophoneVolume;           /* 6 */
+    Uint8 ucAudioEnableBits;            /* 7 */
+    Uint8 ucMicLightMode;               /* 8 */
+    Uint8 ucAudioMuteBits;              /* 9 */
     Uint8 rgucRightTriggerEffect[11];   /* 10 */
     Uint8 rgucLeftTriggerEffect[11];    /* 21 */
-    Uint8 rgucUnknown2[6];              /* 32 */
+    Uint8 rgucUnknown1[6];              /* 32 */
     Uint8 ucLedFlags;                   /* 38 */
-    Uint8 rgucUnknown3[2];              /* 39 */
+    Uint8 rgucUnknown2[2];              /* 39 */
     Uint8 ucLedAnim;                    /* 41 */
     Uint8 ucLedBrightness;              /* 42 */
     Uint8 ucPadLights;                  /* 43 */
@@ -121,6 +126,14 @@
     Uint8 ucLedBlue;                    /* 46 */
 } DS5EffectsState_t;
 
+typedef enum {
+    k_EDS5EffectNone,
+    k_EDS5EffectRumble,
+    k_EDS5EffectLED,
+    k_EDS5EffectPadLights,
+    k_EDS5EffectMicLight,
+} EDS5Effect;
+
 typedef struct {
     Sint16 bias;
     float sensitivity;
@@ -323,7 +336,7 @@
 }
 
 static int
-HIDAPI_DriverPS5_UpdateEffects(SDL_HIDAPI_Device *device)
+HIDAPI_DriverPS5_UpdateEffects(SDL_HIDAPI_Device *device, EDS5Effect effect)
 {
     SDL_DriverPS5_Context *ctx = (SDL_DriverPS5_Context *)device->context;
     DS5EffectsState_t *effects;
@@ -346,22 +359,45 @@
     }
     effects = (DS5EffectsState_t *)&data[offset];
 
-    effects->ucEnableBits1 |= 0x03; /* Enable left/right rumble */
-    effects->ucEnableBits2 |= 0x04; /* Enable LED color */
-    effects->ucEnableBits2 |= 0x10; /* Enable touchpad lights */
+    if (ctx->rumble_left || ctx->rumble_right) {
+        effects->ucEnableBits1 |= 0x03; /* Enable left/right rumble */
 
-    effects->ucRumbleLeft = ctx->rumble_left;
-    effects->ucRumbleRight = ctx->rumble_right;
-
-    /* Populate the LED state with the appropriate color from our lookup table */
-    if (ctx->color_set) {
-        effects->ucLedRed = ctx->led_red;
-        effects->ucLedGreen = ctx->led_green;
-        effects->ucLedBlue = ctx->led_blue;
+        /* Shift to reduce effective rumble strength to match Xbox controllers */
+        effects->ucRumbleLeft = ctx->rumble_left >> 2;
+        effects->ucRumbleRight = ctx->rumble_right >> 2;
     } else {
-        SetLedsForPlayerIndex(effects, ctx->player_index);
+        /* Leaving emulated rumble bits off will restore audio haptics */
     }
-    effects->ucPadLights = 0x00;    /* Bitmask, 0x1F enables all lights, 0x20 changes instantly instead of fade */
+
+    switch (effect) {
+    case k_EDS5EffectRumble:
+        /* Already handled above */
+        break;
+    case k_EDS5EffectLED:
+        effects->ucEnableBits2 |= 0x04; /* Enable LED color */
+
+        /* Populate the LED state with the appropriate color from our lookup table */
+        if (ctx->color_set) {
+            effects->ucLedRed = ctx->led_red;
+            effects->ucLedGreen = ctx->led_green;
+            effects->ucLedBlue = ctx->led_blue;
+        } else {
+            SetLedsForPlayerIndex(effects, ctx->player_index);
+        }
+        break;
+    case k_EDS5EffectPadLights:
+        effects->ucEnableBits2 |= 0x10; /* Enable touchpad lights */
+
+        effects->ucPadLights = 0x00;    /* Bitmask, 0x1F enables all lights, 0x20 changes instantly instead of fade */
+        break;
+    case k_EDS5EffectMicLight:
+        effects->ucEnableBits2 |= 0x01; /* Enable microphone light */
+
+        effects->ucMicLightMode = 0;    /* Bitmask, 0x00 = off, 0x01 = solid, 0x02 = pulse */
+        break;
+    default:
+        break;
+    }
 
     if (ctx->is_bluetooth) {
         /* Bluetooth reports need a CRC at the end of the packet (at least on Linux) */
@@ -385,7 +421,7 @@
 
     if (ctx->is_bluetooth != is_bluetooth) {
         ctx->is_bluetooth = is_bluetooth;
-        HIDAPI_DriverPS5_UpdateEffects(device);
+        HIDAPI_DriverPS5_UpdateEffects(device, k_EDS5EffectLED);
     }
 }
 
@@ -401,7 +437,7 @@
     ctx->player_index = player_index;
 
     /* This will set the new LED state based on the new player index */
-    HIDAPI_DriverPS5_UpdateEffects(device);
+    HIDAPI_DriverPS5_UpdateEffects(device, k_EDS5EffectLED);
 }
 
 static SDL_bool
@@ -439,7 +475,7 @@
     ctx->player_index = SDL_JoystickGetPlayerIndex(joystick);
 
     /* Initialize LED and effect state */
-    HIDAPI_DriverPS5_UpdateEffects(device);
+    HIDAPI_DriverPS5_UpdateEffects(device, k_EDS5EffectLED);
 
     /* Initialize the joystick capabilities */
     joystick->nbuttons = 17;
@@ -461,7 +497,7 @@
     ctx->rumble_left = (low_frequency_rumble >> 8);
     ctx->rumble_right = (high_frequency_rumble >> 8);
 
-    return HIDAPI_DriverPS5_UpdateEffects(device);
+    return HIDAPI_DriverPS5_UpdateEffects(device, k_EDS5EffectRumble);
 }
 
 static int
@@ -486,7 +522,7 @@
     ctx->led_green = green;
     ctx->led_blue = blue;
 
-    return HIDAPI_DriverPS5_UpdateEffects(device);
+    return HIDAPI_DriverPS5_UpdateEffects(device, k_EDS5EffectLED);
 }
 
 static int