Merge pull request #69 from Microsoft/sounds

Get rid of "play sound" blocks; add non-blocking "play sound effect"
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Peli de Halleux 2017-12-07 11:53:04 -08:00 committed by GitHub
commit 2c22ea925f
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4 changed files with 23 additions and 24 deletions

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@ -11,12 +11,10 @@
"music.fromWAV": "Makes a sound bound to a buffer in WAV format.", "music.fromWAV": "Makes a sound bound to a buffer in WAV format.",
"music.noteFrequency": "Get the frequency of a note.", "music.noteFrequency": "Get the frequency of a note.",
"music.noteFrequency|param|name": "the note name, eg: Note.C", "music.noteFrequency|param|name": "the note name, eg: Note.C",
"music.playSound": "Start playing a sound and don't wait for it to finish.\nNotes are expressed as a string of characters with this format: NOTE[octave][:duration]", "music.playSoundEffect": "Start playing a sound and don't wait for it to finish.",
"music.playSoundEffect": "Plays a sound", "music.playSoundEffectUntilDone": "Plays a sound",
"music.playSoundEffectUntilDone|param|sound": "the sound to play",
"music.playSoundEffect|param|sound": "the sound to play", "music.playSoundEffect|param|sound": "the sound to play",
"music.playSoundUntilDone": "Play a sound and wait until the sound is done.\nNotes are expressed as a string of characters with this format: NOTE[octave][:duration]",
"music.playSoundUntilDone|param|sound": "the melody to play, eg: music.sounds(Sounds.PowerUp)",
"music.playSound|param|sound": "the melody to play, eg: music.sounds(Sounds.PowerUp)",
"music.playTone": "Play a tone through the speaker for some amount of time.", "music.playTone": "Play a tone through the speaker for some amount of time.",
"music.playTone|param|frequency": "pitch of the tone to play in Hertz (Hz)", "music.playTone|param|frequency": "pitch of the tone to play in Hertz (Hz)",
"music.playTone|param|ms": "tone duration in milliseconds (ms)", "music.playTone|param|ms": "tone duration in milliseconds (ms)",
@ -28,8 +26,5 @@
"music.setTempo|param|bpm": "The new tempo in beats per minute, eg: 120", "music.setTempo|param|bpm": "The new tempo in beats per minute, eg: 120",
"music.setVolume": "Set the output volume of the sound synthesizer.", "music.setVolume": "Set the output volume of the sound synthesizer.",
"music.setVolume|param|volume": "the volume 0...256, eg: 128", "music.setVolume|param|volume": "the volume 0...256, eg: 128",
"music.sounds": "Get the melody string for a built-in melody.",
"music.sounds|param|name": "the note name, eg: Note.C",
"music.stopAllSounds": "Stop all sounds from playing.",
"music.tempo": "Return the tempo in beats per minute (bpm).\nTempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play." "music.tempo": "Return the tempo in beats per minute (bpm).\nTempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play."
} }

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@ -20,28 +20,17 @@
"Note.GSharp|block": "G#", "Note.GSharp|block": "G#",
"SoundOutputDestination.Pin|block": "pin", "SoundOutputDestination.Pin|block": "pin",
"SoundOutputDestination.Speaker|block": "speaker", "SoundOutputDestination.Speaker|block": "speaker",
"Sounds.BaDing|block": "ba ding",
"Sounds.JumpDown|block": "jump down",
"Sounds.JumpUp|block": "jump up",
"Sounds.MagicWand|block": "magic wand",
"Sounds.PowerDown|block": "power down",
"Sounds.PowerUp|block": "power up",
"Sounds.Siren|block": "siren",
"Sounds.Wawawawaa|block": "wawawawaa",
"music._soundPicker|block": "%sound", "music._soundPicker|block": "%sound",
"music.beat|block": "%fraction|beat", "music.beat|block": "%fraction|beat",
"music.changeTempoBy|block": "change tempo by %value|(bpm)", "music.changeTempoBy|block": "change tempo by %value|(bpm)",
"music.noteFrequency|block": "%note", "music.noteFrequency|block": "%note",
"music.playSoundEffect|block": "play %sound", "music.playSoundEffectUntilDone|block": "play sound effect %sound|until done",
"music.playSoundUntilDone|block": "play sound %sound=music_sounds|until done", "music.playSoundEffect|block": "play sound effect %sound",
"music.playSound|block": "play sound %sound=music_sounds",
"music.playTone|block": "play tone|at %note=device_note|for %duration=device_beat", "music.playTone|block": "play tone|at %note=device_note|for %duration=device_beat",
"music.rest|block": "rest|for %duration=device_beat", "music.rest|block": "rest|for %duration=device_beat",
"music.ringTone|block": "ring tone|at %note=device_note", "music.ringTone|block": "ring tone|at %note=device_note",
"music.setTempo|block": "set tempo to %value|(bpm)", "music.setTempo|block": "set tempo to %value|(bpm)",
"music.setVolume|block": "set volume %volume", "music.setVolume|block": "set volume %volume",
"music.sounds|block": "%name",
"music.stopAllSounds|block": "stop all sounds",
"music.tempo|block": "tempo (bpm)", "music.tempo|block": "tempo (bpm)",
"music|block": "music", "music|block": "music",
"sounds.animalsCatPurr|block": "Animals cat purr", "sounds.animalsCatPurr|block": "Animals cat purr",

1
libs/music/melodies.ts Normal file
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@ -0,0 +1 @@
namespace music {}

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@ -256,15 +256,17 @@ namespace sounds {
} }
namespace music { namespace music {
let numSoundsPlaying = 0;
let soundsLimit = 3;
/** /**
* Plays a sound * Plays a sound
* @param sound the sound to play * @param sound the sound to play
*/ */
//% blockId=music_play_sound_effect block="play %sound" //% blockId=music_play_sound_effect_until_done block="play sound effect %sound|until done"
//% weight=98 //% weight=98
export function playSoundEffect(sound: Sound) { export function playSoundEffectUntilDone(sound: Sound) {
if (!sound) return; if (!sound) return;
sound.play(); sound.play();
} }
@ -277,4 +279,16 @@ namespace music {
export function _soundPicker(sound: Sound): Sound { export function _soundPicker(sound: Sound): Sound {
return sound; return sound;
} }
/**
* Start playing a sound and don't wait for it to finish.
* @param sound the sound to play
*/
//% blockId=music_play_sound_effect block="play sound effect %sound"
//% weight=99
export function playSoundEffect(sound: Sound) {
if (!sound || numSoundsPlaying >= soundsLimit) return;
numSoundsPlaying++;
control.runInBackground(() => {sound.play(); numSoundsPlaying--;});
}
} }