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what i've made is a custom block which lets you play sampled instruments, however that's not all! i've also supplied an attack and release (in beta, and will be called "a/r" from now on), attack = a fade in and release = a fade out. perfect for making sequenced music (which is music played in real time, like the nes, snes, and other consoles) there are 3 types of instruments note: pianos, guitars, bass, etc. (supports a/r) perc: kick, snare, hi-hat, etc. (ignores a/r) wait: doesn't play anything, simply used for wanted gaps between notes. there is one debug variable in the project, volume (for this sprite only): tracks the a/r value there is 1 required variable when changing the samples. instrument # (for this sprite only): you insert the amount of "note" instrument type so the "perc" instrument type can skip them. there's 1 effect variable to spice up the sound: detune (for this sprite only obviously :P): this can be used to control the pitch of the instrument more finely, every 10 in the detune value = a semitone (a value of 5 would become 4 or 6 depending on the value), and be careful, for you can very quickly get very dissonant sound with this. positive values will detune it upwards, while negative values detune downwards. detuning only works for the "note" instrument type.