Discuss Scratch
- ZZ9PluralZAlpha
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1000+ posts
New sound block maybe?
I have an idea for a helpful block that would look like this:-
Any thoughts?
(Sound #)Just like the block:-
(costume #)This would pick out the correct sound from the list of sounds for the sprite and it could work with a variable with the same name that could be used to detect what sound is being played.
Any thoughts?
Last edited by ZZ9PluralZAlpha (July 2, 2016 20:18:30)
- RainaERusch
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100+ posts
New sound block maybe?
I don't see how that would be useful, but neither did I see how the sensing blocks would be useful until I started using them. I support this suggestion.
- MathlyCat
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1000+ posts
New sound block maybe?
Nice idea, now people would stop complaining about a next sound block- wait. Wait a minute!
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I actually like this idea.
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I actually like this idea.
- Sheep_maker
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1000+ posts
New sound block maybe?
Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
- MathlyCat
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1000+ posts
New sound block maybe?
1. It would report nothing… So hard to understand?? Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
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2. I assume it's the last sound played which would make sense.
- WAUthethird
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100+ posts
New sound block maybe?
I think this is a great idea! They should really do this!
- 24691357
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100+ posts
New sound block maybe?
For 2 it's actually impossible for the same sprite to play more than one sound.1. It would report nothing… So hard to understand?? Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
2. I assume it's the last sound played which would make sense.
- Sheep_maker
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1000+ posts
New sound block maybe?
Not true. I recorded two sounds of me saying “hello” and “hi hi” and then played them both like this:For 2 it's actually impossible for the same sprite to play more than one sound.1. It would report nothing… So hard to understand?? Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
2. I assume it's the last sound played which would make sense.
when gf clickedI heard my voice in unison. It was kind of cool.
play sound [recording1 v]
play sound [recording2 v]
- ZZ9PluralZAlpha
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1000+ posts
New sound block maybe?
The block would report back the sound that is playing at the time that is used and then could send that info to a variable that could keep the info for longer and its info could be used to start other things in a project or stop scripts in that sprite. Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
- Sheep_maker
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1000+ posts
New sound block maybe?
What if no sounds were playing?The block would report back the sound that is playing at the time that is used and then could send that info to a variable that could keep the info for longer and its info could be used to start other things in a project or stop scripts in that sprite. Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
And so are you suggesting
(sound #::sound)or
set [var v] to sound #::sound
- ZZ9PluralZAlpha
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1000+ posts
New sound block maybe?
I am meaningWhat if no sounds were playing?The block would report back the sound that is playing at the time that is used and then could send that info to a variable that could keep the info for longer and its info could be used to start other things in a project or stop scripts in that sprite. Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
And so are you suggesting(sound #::sound)orset [var v] to sound #::sound
(sound # :: sound)It would work with a variable you make. I will call it
(What sound played last)If you want them to work together all the time, the script could look like this:-
when green flag clicked
forever
set [What sound played last v] to [(sound # :: sound)] // This was meant to be my sound # block.
end
Last edited by ZZ9PluralZAlpha (July 3, 2016 09:49:27)
- Sheep_maker
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1000+ posts
New sound block maybe?
SoI am meaningWhat if no sounds were playing?The block would report back the sound that is playing at the time that is used and then could send that info to a variable that could keep the info for longer and its info could be used to start other things in a project or stop scripts in that sprite. Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
And so are you suggesting(sound #::sound)orset [var v] to sound #::sound(sound # :: sound)It would work with a variable you make. I will call it(What sound played last)If you want them to work together all the time, the script could look like this:-when green flag clicked
forever
set [What sound played last v] to [(sound # :: sound)]
end
(# of last sound played::sound)If no sounds have been played at the start of the project, what would it report?
And by “played,” does it count sounds from when they start playing or stop playing?
Last edited by Sheep_maker (July 3, 2016 09:48:46)
- ZZ9PluralZAlpha
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1000+ posts
New sound block maybe?
I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in.SoI am meaningWhat if no sounds were playing?The block would report back the sound that is playing at the time that is used and then could send that info to a variable that could keep the info for longer and its info could be used to start other things in a project or stop scripts in that sprite. Unlike costumes, sprites and the stage don't always have a sound playing. So what would the block report if no sounds were playing? If it was playing multiple sounds at once?
And so are you suggesting(sound #::sound)orset [var v] to sound #::sound(sound # :: sound)It would work with a variable you make. I will call it(What sound played last)If you want them to work together all the time, the script could look like this:-when green flag clicked
forever
set [What sound played last v] to [(sound # :: sound)]
end(# of last sound played::sound)If no sounds have been played at the start of the project, what would it report?
And by “played,” does it count sounds from when they start playing or stop playing?
- Sheep_maker
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1000+ posts
New sound block maybe?
In that case support if there's also this:I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in. …
([# of last sound played v] of [Sprite1 v])
- ZZ9PluralZAlpha
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1000+ posts
New sound block maybe?
@Sheep_maker that's a good idea that may cancel out the variable(?) I like it a lot.In that case support if there's also this:I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in. …([# of last sound played v] of [Sprite1 v])
- Sheep_maker
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1000+ posts
New sound block maybe?
Would the last sound played block also be per clone? If so, no, because that block only works on the original sprite and there would be no way to detect a clone's # of last sound played.@Sheep_maker that's a good idea that may cancel out the variable(?) I like it a lot.In that case support if there's also this:I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in. …([# of last sound played v] of [Sprite1 v])
- DownsGameClub
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1000+ posts
New sound block maybe?
Actually, there is a simple workaround for that using variables. He is suggesting this-In that case support if there's also this:I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in. …([# of last sound played v] of [Sprite1 v])
(sound # :: sound)
Support. It is very helpful to know about the sound being played. However, I have a couple questions-
1. If two sounds are playing at once, what would it report?
2. Would it only report the sound in the specified sprite?
3. What if there is no sound in the sounds section? Would it report as 0, or Undefined?
- Sheep_maker
-
1000+ posts
New sound block maybe?
Read the entire conversation we were having. It would answer your 3 questionsActually, there is a simple workaround for that using variables. He is suggesting this-In that case support if there's also this:I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in. …([# of last sound played v] of [Sprite1 v])(sound # :: sound)
Support. It is very helpful to know about the sound being played. However, I have a couple questions-
1. If two sounds are playing at once, what would it report?
2. Would it only report the sound in the specified sprite?
3. What if there is no sound in the sounds section? Would it report as 0, or Undefined?
- DownsGameClub
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1000+ posts
New sound block maybe?
I am still very confused on question 1. So, if sound A and sound B is playing at the same time, what would it report as?Read the entire conversation we were having. It would answer your 3 questionsActually, there is a simple workaround for that using variables. He is suggesting this-In that case support if there's also this:I mean just after it starts playing, it will report to the variable what sound is being played in that sprite, so it works only in one sprite and can't get confused with picking the wrong sprite. As for the start of the project when there may not be a sound, the block would report a “0” meaning no sound from that sprite at the time and would wait until sounds started playing from the sprite that the block is working in. …([# of last sound played v] of [Sprite1 v])(sound # :: sound)
Support. It is very helpful to know about the sound being played. However, I have a couple questions-
1. If two sounds are playing at once, what would it report?
2. Would it only report the sound in the specified sprite?(thats a neck…)
3. What if there is no sound in the sounds section? Would it report as 0, or Undefined? answered
- Sheep_maker
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1000+ posts
New sound block maybe?
If sound A starts playing before sound B, sound B's id.I am still very confused on question 1. So, if sound A and sound B is playing at the same time, what would it report as?Read the entire conversation we were having. It would answer your 3 questionsActually, there is a simple workaround for that using variables. He is suggesting this- …(sound # :: sound)
Support. It is very helpful to know about the sound being played. However, I have a couple questions-
1. If two sounds are playing at once, what would it report?
2. Would it only report the sound in the specified sprite?(thats a neck…)
3. What if there is no sound in the sounds section? Would it report as 0, or Undefined? answered