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# play Play a built-in melody. ```sig music.baDing.play() ``` There are several built-in melodies which you can play in your game. When using blocks, a melody is chosen from a dropdown list. In JavaScript, an instance of one of the built-in melodies is referenced in your code. You call the **play** function from that instance of the melody, just like this: ```typescript music.baDing.play() ``` Your program continues immediately after the melody begins playing. If you want the code that follows the **play** function to wait, you can use [playUntilDone](/reference/mixer/melody/play-until-done) instead. ## ~ hint To understand how melodies are created for use in arcade, take a look at the developer [sound](/developer/sound) page. ## ~ ## Parameters * **volume**: an optional sound volume for playing the melody. The volume range is from `0` to `255`. The default volume value is `128`. ## Examples #example ### I'll play 'BaDing' #ex1 Play a the built-in sound called `BaDing`. ```blocks music.baDing.play() ``` ### Play 'Power Up' at full volume #ex2 Play the ``power up`` sound at a volume of `255`. ```blocks music.powerUp.play(255) ``` ## See also #seealso [play until done](/reference/music/melody/play-until-done), [loop](/reference/music/melody/loop), [stop](/reference/music/melody/stop) ```package mixer ```