Help post #15000: Is it possible to activate something that makes a noise 440 times per second for an extended period of time? (Once every 0.0022727 sec) If we could figure this out, we could probably get a crude, just-intonated system of music in GKC![1]
Now that I think about it, 440 would be impressive, but 220 and 110 would work fine as well. ↩︎
Yeah, I was thinking about maybe using a couple staggered triggers, but I don’t know if I could get the block code to run fast enough to even hit 110 Hz, let alone 440 Hz. Maybe I could just use 110 triggers, each with a 0.0090909… delay, each triggering the next?
Um… so… I have a way of doing this, sort of, this can be improvised.
(Can’t get images right now, because I have no storage space left)
But, get a vending machine, that doesn’t cost anything to bye, but all it does is broadcast on a channel, that attempts to buy the item again. The ringing sounds like a sustained note, but, it only lasts for ten seconds, so place 2 triggers, and one with a delay of 5, that broadcasts the channel that attempts to buy the item, and and will trigger when the OTHER trigger, that will trigger when the item is attempted to be bought, is triggered. The sound will go on forever.
Sorry, I can’t explain this that well right now without the images.
It works waaay better with checkpoints. Also, @ClicClac, I tried this out recently (there’s a research topic on this exact subject) and I can’t remember what the trigger settings were, but I think it was going quite a lot faster than that.
Damager boosts make a sound, right?
Well I think those don’t have the sound bug checkpoints do (what quack mentioned).
I also think they make a short sound (correct me if I’m wrong), so it could theoretically go 440 times per second.
I’ve tested damage boosts - they don’t work. They just bug out and you can hear a few random individual boost noises. Also, @Bird, you need 2 triggers for checkpoints because you have to deactivate them. @Quack_Quack, it doesn’t. We love ducks!
When finished, the whole loop should run in one second, but it runs way slower if a trigger is off screen. Does anyone have any code for shrinking the camera that I can use in Inspect?
I don’t know about that, but how did you set that up? The way I had it, there was two checkpoints that were alternating. I’m assuming you’re doing it where one activates the next and so on?
That’s going to be hard - when I tried, it kinda stayed similar, although admittedly I didn’t try that many different speeds. Thats_Gimpossible mentioned the idea of creating a ‘scale’ of different devices that create different notes in the original research post, and they made a start on it, but there’s just not enough devices that play sound. Good luck!