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.