5f7a8e5301
* update yotta defaults for 16kb devices * refactor deprecated blocks * updates for button events * update button events * update refference * update docs * update docs * update button event blocks * update docs * update block id
49 lines
2.5 KiB
Markdown
49 lines
2.5 KiB
Markdown
# create Sound Effect
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Create a sound expression string for a sound effect.
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```sig
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music.createSoundEffect(WaveShape.Sine, 2000, 0, 1023, 0, 500, SoundExpressionEffect.None, InterpolationCurve.Linear)
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```
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A sound expression is set of parameters that describe a **[Sound](/types/sound)** that will last for some amount of time. These parameters specify a base waveform, frequency range, sound volume, and effects. Sound data is created as a [Sound](/types/sound) object and can then be [played](/reference/music/play-sound-effect) to the speaker, headphones, or at an output pin.
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## Parameters
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* **waveShape**: the primary shape of the waveform:
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>* `sine`: sine wave shape
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>* `sawtooth`: sawtooth wave shape
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>* `triangle`: triangle wave shape
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>* `square`: square wave shape
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>* `noise`: random noise generated wave shape
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* **startFrequency**: a [number](/types/number) that is the frequency of the waveform when the sound expression starts.
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* **endFrequency**: a [number](/types/number) that is the frequency of the waveform when the sound expression stops.
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* **startVolume**: a [number](/types/number) the initial volume of the sound expression.
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* **endVolume**: a [number](/types/number) the ending volume of the sound expression.
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* **duration**: a [number](/types/number) the duration in milliseconds of the sound expression.
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* **effect**: an effect to add to the waveform. These are:
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>* `tremolo`: add slight changes in volume of the sound expression.
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>* `vibrato`: add slight changes in frequency to the sound expression.
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>* `warble`: similar to `vibrato` but with faster variations in the frequency changes.
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* **interpolation**: controls the rate of frequency change in the sound expression.
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>* `linear`: the change in frequency is constant for the duration of the sound.
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>* `curve`: the change in frequency is faster at the beginning of the sound and slows toward the end.
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>* `logarithmic`: the change in frequency is rapid during the very first part of the sound.
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## Returns
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* a [sound](/types/sound) expression [string](/types/string) with the the desired sound effect parameters.
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## Example
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Create a sound expression string and assign it to a variable. Play the sound for the sound expression.
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```blocks
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let mySound = music.createSoundEffect(WaveShape.Sine, 2000, 0, 1023, 0, 500, SoundExpressionEffect.None, InterpolationCurve.Linear)
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music.playSoundEffect(mySound, SoundExpressionPlayMode.UntilDone)
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```
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## See also
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[play sound effect](/reference/music/play-sound-effect), [built-in sound effect](/reference/music/builtin-sound-effect)
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