I did some performance testing. The Pro Micro runs an Atmel 32u4 at 8MHz. If the code does nothing else, I was able to poll all pins around 13 times every 1ms, or 13kHz. Sample Rate ----------- The number of samples taken since the last HID report is sent as the second Y axis. If you use the [included gamepad tester](gamepad.html), it will show the approximate number of samples as an integer, for Y axis 2. This is approximate, because the browser encodes the value as a real number between -1 and 1. We convert it back, but may lose a little precision. It's close enough for me, hopefully it's close enough for you. Debouncing ---------- Using `millis()` time to debounce the switch roughly halved my sample frequency. So instead, I do some preprocessor arithmetic to calculate how many samples to take after an edge, in order to debounce switches. The drum controller was a partcular pain: in addition to the switch bouncing, the stick was bouncing on the rubber pad. I settled on a 40ms silence window as feeling pretty good. You can adjust this if you want to. Gamepad Buttons --------------- The `buttons` struct member is a bitmap, each bit mapping to one of the 12 buttons reported through HID. Here's what each bit means: * 0: Blue * 1: Green * 2: Red * 3: Yellow * 4: Orange * 5: Tilt Switch / 2x kick * 6: Solo modifier (second row of buttons on guitar) * 7: ? * 8: Minus * 9: Plus * 10: Drum pad modifier? * 11: Cymbal modifier? * 12: ? hatAndConstant -------------- I don't get this, but here's what the values mean: * 2: right * 6: left * 0: up * 4: down * 8: nothing