Discuss Scratch

ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

I have an idea for a helpful block that would look like this:-
(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
Scratcher
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
Scratcher
1000+ posts

New sound block maybe?

Nice idea, now people would stop complaining about a next sound block- wait. Wait a minute!


I actually like this idea.
Sheep_maker
Scratcher
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
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

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?
1. It would report nothing… So hard to understand??
2. I assume it's the last sound played which would make sense.
WAUthethird
Scratcher
100+ posts

New sound block maybe?

I think this is a great idea! They should really do this!
24691357
Scratcher
100+ posts

New sound block maybe?

MathlyCat wrote:

Sheep_maker wrote:

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?
1. It would report nothing… So hard to understand??
2. I assume it's the last sound played which would make sense.
For 2 it's actually impossible for the same sprite to play more than one sound.
Sheep_maker
Scratcher
1000+ posts

New sound block maybe?

24691357 wrote:

MathlyCat wrote:

Sheep_maker wrote:

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?
1. It would report nothing… So hard to understand??
2. I assume it's the last sound played which would make sense.
For 2 it's actually impossible for the same sprite to play more than one sound.
Not true. I recorded two sounds of me saying “hello” and “hi hi” and then played them both like this:
when gf clicked
play sound [recording1 v]
play sound [recording2 v]
I heard my voice in unison. It was kind of cool.
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

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?
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.
Sheep_maker
Scratcher
1000+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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?
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.
What if no sounds were playing?
And so are you suggesting
(sound #::sound)
or
set [var v] to sound #::sound
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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?
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.
What if no sounds were playing?
And so are you suggesting
(sound #::sound)
or
set [var v] to sound #::sound
I am meaning
(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
Scratcher
1000+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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?
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.
What if no sounds were playing?
And so are you suggesting
(sound #::sound)
or
set [var v] to sound #::sound
I am meaning
(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
So
(# 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
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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?
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.
What if no sounds were playing?
And so are you suggesting
(sound #::sound)
or
set [var v] to sound #::sound
I am meaning
(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
So
(# 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?
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.
Sheep_maker
Scratcher
1000+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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.
In that case support if there's also this:
([# of last sound played v] of [Sprite1 v])
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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.
In that case support if there's also this:
([# of last sound played v] of [Sprite1 v])
@Sheep_maker that's a good idea that may cancel out the variable(?) I like it a lot.
Sheep_maker
Scratcher
1000+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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.
In that case support if there's also this:
([# of last sound played v] of [Sprite1 v])
@Sheep_maker that's a good idea that may cancel out the variable(?) I like it a lot.
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.
DownsGameClub
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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.
In that case support if there's also this:
([# of last sound played v] of [Sprite1 v])
Actually, 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?
3. What if there is no sound in the sounds section? Would it report as 0, or Undefined?
Sheep_maker
Scratcher
1000+ posts

New sound block maybe?

DownsGameClub wrote:

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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.
In that case support if there's also this:
([# of last sound played v] of [Sprite1 v])
Actually, 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?
3. What if there is no sound in the sounds section? Would it report as 0, or Undefined?
Read the entire conversation we were having. It would answer your 3 questions
DownsGameClub
Scratcher
1000+ posts

New sound block maybe?

Sheep_maker wrote:

DownsGameClub wrote:

Sheep_maker wrote:

ZZ9PluralZAlpha wrote:

Sheep_maker wrote:

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.
In that case support if there's also this:
([# of last sound played v] of [Sprite1 v])
Actually, 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
Read the entire conversation we were having. It would answer your 3 questions
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?
Sheep_maker
Scratcher
1000+ posts

New sound block maybe?

DownsGameClub wrote:

Sheep_maker wrote:

DownsGameClub wrote:

Sheep_maker wrote:

Actually, 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
Read the entire conversation we were having. It would answer your 3 questions
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?
If sound A starts playing before sound B, sound B's id.

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