Discuss Scratch

ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

-Yugen- wrote:

Why would you do that, when you can just
set [sound v] to [1]
play sound (sound)
This way,
(sound) = (sound ♯::sound)
You may have to name the sounds by what you set the variable too otherwise it may not work.
And also, in your operators block was this
<(Sound :: variables) = (Sound # :: sound)> // my sound # block!
Unless this was just an example,, you wouldn't need the variable, which is the purpose of my block.

Last edited by ZZ9PluralZAlpha (Aug. 6, 2016 18:49:27)

Benur21
Scratcher
100+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

ZZ9PluralZAlpha wrote:

-Yugen- wrote:

Why would you do that, when you can just
set [sound v] to [1]
play sound (sound)
This way,
(sound) = (sound ♯::sound)
You may have to name the sounds by what you set the variable too otherwise it may not work.
And also, in your operators block was this
<(Sound :: variables) = (Sound # :: sound)> // my sound # block!
Unless this was just an example,, you wouldn't need the variable, which is the purpose of my block.
The block you want also needs a variable although it is not a Scratch variable, and has not orange colour.
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

Benur21 wrote:

ZZ9PluralZAlpha wrote:

ZZ9PluralZAlpha wrote:

-Yugen- wrote:

Why would you do that, when you can just
set [sound v] to [1]
play sound (sound)
This way,
(sound) = (sound ♯::sound)
You may have to name the sounds by what you set the variable too otherwise it may not work.
And also, in your operators block was this
<(Sound :: variables) = (Sound # :: sound)> // my sound # block!
Unless this was just an example,, you wouldn't need the variable, which is the purpose of my block.
The block you want also needs a variable although it is not a Scratch variable, and has not orange colour.
Can you explain? This was meant to save you having to make a variable because it reports back the number of the last sound played by the sprite it is working in.
Benur21
Scratcher
100+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

Benur21 wrote:

ZZ9PluralZAlpha wrote:

ZZ9PluralZAlpha wrote:

-Yugen- wrote:

Why would you do that, when you can just
set [sound v] to [1]
play sound (sound)
This way,
(sound) = (sound ♯::sound)
You may have to name the sounds by what you set the variable too otherwise it may not work.
And also, in your operators block was this
<(Sound :: variables) = (Sound # :: sound)> // my sound # block!
Unless this was just an example,, you wouldn't need the variable, which is the purpose of my block.
The block you want also needs a variable although it is not a Scratch variable, and has not orange colour.
Can you explain? This was meant to save you having to make a variable because it reports back the number of the last sound played by the sprite it is working in.
Using
set [sound v] to [1]
the variable
(sound)
will work the same way as
(Sound ♯::sound)
.
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

Benur21 wrote:

ZZ9PluralZAlpha wrote:

Benur21 wrote:

ZZ9PluralZAlpha wrote:

ZZ9PluralZAlpha wrote:

-Yugen- wrote:

Why would you do that, when you can just
set [sound v] to [1]
play sound (sound)
This way,
(sound) = (sound ♯::sound)
You may have to name the sounds by what you set the variable too otherwise it may not work.
And also, in your operators block was this
<(Sound :: variables) = (Sound # :: sound)> // my sound # block!
Unless this was just an example,, you wouldn't need the variable, which is the purpose of my block.
The block you want also needs a variable although it is not a Scratch variable, and has not orange colour.
Can you explain? This was meant to save you having to make a variable because it reports back the number of the last sound played by the sprite it is working in.
Using
set [sound v] to [1]
the variable
(sound)
will work the same way as
(Sound ♯::sound)
.
Which is the whole point of my block, to save you having to make that variable. I saw a sound # variable in a project recently and I thought, "That could be my Sound # block in the future. The only thing is, the Sound # block can only work with the sprite it is in so to make things happen across other sprites, you would need a variable for all sprites AS WELL AS the Sound # block. You would just need to make sure that you don't accidentally put a set variable block in two sprites for the same variable because that might confuse things.
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

Benur21 wrote:

ZZ9PluralZAlpha wrote:

Benur21 wrote:

ZZ9PluralZAlpha wrote:

ZZ9PluralZAlpha wrote:

-Yugen- wrote:

Why would you do that, when you can just
set [sound v] to [1]
play sound (sound)
This way,
(sound) = (sound ♯::sound)
You may have to name the sounds by what you set the variable too otherwise it may not work.
And also, in your operators block was this
<(Sound :: variables) = (Sound # :: sound)> // my sound # block!
Unless this was just an example,, you wouldn't need the variable, which is the purpose of my block.
The block you want also needs a variable although it is not a Scratch variable, and has not orange colour.
Can you explain? This was meant to save you having to make a variable because it reports back the number of the last sound played by the sprite it is working in.
Using
set [sound v] to [1]
the variable
(sound)
will work the same way as
(Sound ♯::sound)
.
Which is the whole point of my block, to save you having to make that variable. I saw a sound # variable in a project recently and I thought, "That could be my Sound # block in the future. The only thing is, the Sound # block can only work with the sprite it is in so to make things happen across other sprites, you would need a variable for all sprites AS WELL AS the Sound # block. You would just need to make sure that you don't accidentally put a set variable block in two sprites for the same variable because that might confuse things.
The only reason to make the variable as well was if you didn't want to always have the most recent sound reported. This could be done by only setting the variable, which I will call
(Sound Variable :: variables)
to
(Sound # :: sound)
at certain times.
Variables could be useful then, but for greatest accuracy,
(Sound # :: sound)
would be better to use.
ocelot5-13
Scratcher
100+ posts

New sound block maybe?

I like this Idea. Definitely support!
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

ocelot5-13 wrote:

I like this Idea. Definitely support!
Thanks! I like your siggy! (short for signature if you didn't know already.)
ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

More ideas for how my block could be useful:-
play sound ((Sound # :: sound)+(1) :: operators)
if <(Sound # :: sound) = [5]> then
Make more stuff happen
end
repeat until <(Sound # :: sound) = [5]>
move (10) steps
wait (1) secs
end
Benur21
Scratcher
100+ posts

New sound block maybe?

ZZ9PluralZAlpha wrote:

More ideas for how my block could be useful:-
play sound ((Sound # :: sound)+(1) :: operators)
if <(Sound # :: sound) = [5]> then
Make more stuff happen
end
repeat until <(Sound # :: sound) = [5]>
move (10) steps
wait (1) secs
end
If you want sounds playing in sequence, then you can use a sound editor to join them and then upload to Scratch. When you finnish a project, you know what sounds it will use and with what order, so you can use the normal play sound block to play them.
You shouldn't use sounds to control the flow of the project. Instead you can after the play sound block put what stuff you want to happen. You can even use broadcastings, variables, lists, etc to control them if you need.

Last edited by Benur21 (Aug. 21, 2016 21:29:17)

ZZ9PluralZAlpha
Scratcher
1000+ posts

New sound block maybe?

Benur21 wrote:

ZZ9PluralZAlpha wrote:

More ideas for how my block could be useful:-
play sound ((Sound # :: sound)+(1) :: operators)
if <(Sound # :: sound) = [5]> then
Make more stuff happen
end
repeat until <(Sound # :: sound) = [5]>
move (10) steps
wait (1) secs
end
If you want sounds playing in sequence, then you can use a sound editor to join them and then upload to Scratch. When you finnish a project, you know what sounds it will use and with what order, so you can use the normal play sound block to play them.
You shouldn't use sounds to control the flow of the project. Instead you can after the play sound block put what stuff you want to happen. You can even use broadcastings, variables, lists, etc to control them if you need.
Just some ideas.

Powered by DjangoBB