f4eca66648
will move select lessons back to "educators" section
54 lines
1.9 KiB
Markdown
54 lines
1.9 KiB
Markdown
# beatbox activity
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Control images with variables.
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Have you ever tried to making beat box sounds? Let's try making a beatbox with code!
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Let's start by adding a variable where you can store data. Then rename the variable to "sound". Then set the value of the variable to the note block `A` from the Music drawer. Modify your code so that your code looks like this.
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```blocks
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let sound = music.noteFrequency(Note.A);
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```
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We want to play music on pin pressed in order to register an event handler that will execute whenever when you run a script and click pin 1 on the simulator. We must start by opening the Input drawer and adding `on pin pressed` P1. Modify your code so that your code looks like this.
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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})
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```
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We want to code the notes that will be played `on pin pressed`. We click on the Input drawer then insert a `for loop` that will increment by *i*. Click on the Variables drawer. Add `set item` block. Rename the variable block to "sound." Then add a Maths block to increase the variable sound from the note frequency of block `A` to `A` plus 25.Modify your code so that your code looks like this
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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for (let i = 0; i < 4; i++) {
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sound = sound + 25
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}
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})
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```
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Include a play block with the variable called "sound" and insert a music note block `1/16`. Modify your code so that your code looks like this
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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for (let i = 0; i < 5; i++) {
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sound = sound + 25
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music.playTone(music.noteFrequency(sound), music.beat(BeatFraction.Sixteenth));
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}
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})
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```
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* click *run* to see if the code works as expected.
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### ~avatar boothing
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Excellent, you're ready to continue with the [challenges](/lessons/classic-beatbox/challenges)!
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### ~ |