UNPKG

pxt-common-packages

Version:
140 lines (111 loc) 6.04 kB
# play Play a song, melody, tone, or a sound effect from a playable music source. ```sig music.play(music.createSong(hex`00780004080200`), music.PlaybackMode.UntilDone) ``` Music is played for a simple tone, a melody, or a song. Each of these music sources is called a [playble](/types/playable) object. The ``||music:play||`` block can take any of these playable objects and play them as sound output for your game. The simpliest music source is a **tone**, on note play for a duration of time: ```block music.play(music.tonePlayable(262, music.beat(BeatFraction.Whole)), music.PlaybackMode.UntilDone) ``` Then, there is the **melody** which is a series of notes played at a certain speed, or `tempo`. You can create your own melody of choose a built-in one to play: ```block music.play(music.stringPlayable("D F E A E A C B ", 120), music.PlaybackMode.UntilDone) music.play(music.melodyPlayable(music.magicWand), music.PlaybackMode.UntilDone) ``` The most complex playabe object is a **song**. Songs are composed in the [Song Editor](/reference/music/song-editor) using many notes from different instruments. ```block music.play(music.createSong(hex`0078000408020200001c00010a006400f40164000004000000000000000000000000000500000430000400080001220c001000012514001800011e1c00200001222400280001252c003000012934003800012c3c004000011e03001c0001dc00690000045e010004000000000000000000000564000104000330000400080001290c001000011e1400180001251c002000012924002800011b2c003000012234003800011e3c0040000129`), music.PlaybackMode.UntilDone) ``` ## Parameters * **toPlay**: the [playable](/types/playable) object, or music source, to play. * **playbackMode**: the playback mode for continuing the program: >* `play until done`: play the music source in **toPlay** but wait to run the next part of the program until music play is done. >* `in background`: play the music source in **toPlay** but continue with the rest of the program before music play is done. >* `in background looping`: play the music source in **toPlay** but continue with the rest of the program before music play is done. The music will remain playing, returning to the first note of the music after its duration. ### ~ hint #### Stop the music! You can stop any music currently playing with the ``||music:stop all sounds||`` block. This is useful if **playbackMode** is set to `in background looping` and you wish to stop the music for a scene change or respond to an event with a different sound. ### ~ ## Examples #example ### Play a melody Play a short melody created in the Melody Editor. ```blocks music.play(music.stringPlayable("D F E A E A C B ", 120), music.PlaybackMode.UntilDone) ``` ### Different music sources, one block to play them all Put 4 different playable music sources in an array. Play one after the other. ```blocks let playables = [ music.tonePlayable(262, music.beat(BeatFraction.Whole)), music.stringPlayable("D F E A E A C B ", 120), music.melodyPlayable(music.baDing), music.createSong(hex`0078000408020200001c00010a006400f40164000004000000000000000000000000000500000430000400080001220c001000012514001800011e1c00200001222400280001252c003000012934003800012c3c004000011e03001c0001dc00690000045e010004000000000000000000000564000104000330000400080001290c001000011e1400180001251c002000012924002800011b2c003000012234003800011e3c0040000129`) ] for (let someMusic of playables) { music.play(someMusic, music.PlaybackMode.UntilDone) pause(500) } ``` ### Looping music play Play a simple song in the background while a monkey moves around the screen. When the monkey hits the bubble in the middle of the screen, stop the song and play a bursting sound. ```blocks let bubble = sprites.create(img` . . . . . b b b b b b . . . . . . . . b b 9 9 9 9 9 9 b b . . . . . b b 9 9 9 9 9 9 9 9 b b . . . b b 9 d 9 9 9 9 9 9 9 9 b b . . b 9 d 9 9 9 9 9 1 1 1 9 9 b . b 9 d d 9 9 9 9 9 1 1 1 9 9 9 b b 9 d 9 9 9 9 9 9 1 1 1 9 9 9 b b 9 3 9 9 9 9 9 9 9 9 9 1 9 9 b b 5 3 d 9 9 9 9 9 9 9 9 9 9 9 b b 5 3 3 9 9 9 9 9 9 9 9 9 d 9 b b 5 d 3 3 9 9 9 9 9 9 9 d d 9 b . b 5 3 3 3 d 9 9 9 9 d d 5 b . . b d 5 3 3 3 3 3 3 3 d 5 b b . . . b d 5 d 3 3 3 3 5 5 b b . . . . . b b 5 5 5 5 5 5 b b . . . . . . . . b b b b b b . . . . . `, SpriteKind.Player) let monkey = sprites.create(img` . . . . f f f f f . . . . . . . . . . f e e e e e f . . . . . . . . f d d d d e e e f . . . . . . c d f d d f d e e f f . . . . . c d f d d f d e e d d f . . . c d e e d d d d e e b d c . . . c d d d d c d d e e b d c . f f c c c c c d d d e e f c . f e f . f d d d d d e e f f . . f e f . . f f f f f e e e e f . f e f . . . . f e e e e e e e f f e f . . . f e f f e f e e e e f f . . . . f e f f e f e e e e f . . . . . f d b f d b f f e f . . . . . . f d d c d d b b d f . . . . . . . f f f f f f f f f . . . `, SpriteKind.Enemy) monkey.setBounceOnWall(true) monkey.x = scene.screenWidth() monkey.setVelocity(50, 40) music.play(music.stringPlayable("C5 A B G A F A C5 ", 120), music.PlaybackMode.LoopingInBackground) sprites.onOverlap(SpriteKind.Player, SpriteKind.Enemy, function (sprite, otherSprite) { music.stopAllSounds() sprites.destroy(sprite, effects.blizzard, 500) music.play(music.melodyPlayable(music.zapped), music.PlaybackMode.UntilDone) }) ``` ### Play a sound effect Play a sine wave sound effect for `5` seconds. ```blocks music.play(music.createSoundEffect(WaveShape.Sine, 5000, 0, 255, 0, 500, SoundExpressionEffect.None, InterpolationCurve.Linear), music.PlaybackMode.UntilDone) ``` ## See also #seealso [tone playable](/reference/music/tone-playable), [string playable](/reference/music/string-playable), [melody playable](/reference/music/melody-playable), [create song](/reference/music/create-song), [stop all sounds](/reference/music/stop-all-sounds), [song editor](/reference/music/song-editor), [create sound effect](/reference/music/create-sound-effect)