beatbox activity

Control images with variables.

Have you ever tried to making beat box sounds? Let’s try making a beatbox with code!

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.

let sound = music.noteFrequency(Note.A);

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.

let sound = music.noteFrequency(Note.A);
input.onPinPressed(TouchPin.P1, () => {

})

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

let sound = music.noteFrequency(Note.A);
input.onPinPressed(TouchPin.P1, () => {
    for (let i = 0; i < 4; i++) {
        sound = sound + 25
    }
})

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

let sound = music.noteFrequency(Note.A);
input.onPinPressed(TouchPin.P1, () => {
    for (let i = 0; i < 5; i++) {
        sound = sound + 25
        music.playTone(music.noteFrequency(sound), music.beat(BeatFraction.Sixteenth));
    }

})
  • click run to see if the code works as expected.

Excellent, you’re ready to continue with the challenges!