Robot In A Can Case file 001
Signal projects

Mission 03 // Follow the signal

Make vibration control something.

The computer can estimate how hard you hit—not only whether you hit. Turn that signal strength into different sounds, notes, effects, character movement, or a whole game controller.

Core idea

Read it. Find the peak. Map it.

  1. Display microphone volume.Try a tiny, medium, and hard tap. Watch the number change.
  2. Capture the strongest reading.For a short moment, keep replacing “maximum” whenever the new reading is larger.
  3. Use that number.Map the peak to sound, pitch, volume, filter, jump height, or another action.
Illustrated Snap coding guide explaining the green flag, forever loop, microphone volume, sensitivity threshold, triggered action, and optional else block

Four starting projects

Choose what the signal becomes.

PROJECT 01 // READY

Three-sound drum

Split hit strength into quiet, medium, and hard zones. Trigger a hi-hat, snare, and kick—or replace them with animals, lasers, voices, or ridiculous noises.

< 20 · 20–50 · > 50
PROJECT 02 // READY

Vibration synth

Map a 0–100 vibration reading to a frequency, such as 100–1000 Hz. Then experiment with pitch, wave shape, echo, and sensitivity.

vibration → frequency
PROJECT 03 // READY

Pixel Jump

Save the peak vibration level from each hit. A small tap makes a tiny jump. A medium tap goes higher. A huge hit launches the character.

jump height = peak × scale
PROJECT 04 // READY

Vibration Flappy Bird

Plug two instruments into a stereo input. Left controls Player 1, right controls Player 2, and each player adds a different synth voice to the soundtrack.

left + right vibration → two-player flight

There is no correct instrument

Change one variable.

Repeat the experiment and compare the signal. You are investigating how vibration travels through the world.

MaterialWood · metal · plastic · cardboard
SizeBig object · small object
Sensor positionMiddle · edge · near · far
How you playTap · pluck · scratch · rub · bend