No-Code Workspace — Block Reference

ActionBlock usage recipe

Sound (PLAY_SOUND)

Plays a device tone, alarm, or imported file

Documented for app version 1.0.50Updated:

Block Preview

Captured from the in-app Visual Builder block card in the English UI.

English UI
Sound (PLAY_SOUND) block card

What Does It Do?

Plays a notification tone, alarm tone, ringtone, or a sound file imported into the macro. On the builder side it is used for audible alerts, watchdog flows, and field-facing status cues.

When to Use?

1

Ideal when you need to:

2

Signal that a target was found or missed

3

Alert the operator after a long scan finishes

4

Create noticeable sound checkpoints in test or debug flows

5

Notify the user remotely in workflows that do not require visual focus

How to Use?

1

Add PLAY_SOUND

2

Choose the source type: notification, alarm, ringtone, or file

3

In file mode, import audio from the device or choose it from the macro library

4

Tune the repeat count (1–20), repeat interval, and optional duration when needed

5

Trigger it from IMAGE, TEXT, ERROR_HANDLER, or HUD_OVERLAY branches at the right moment

Parameters

Source Type

Choose notification, alarm, ringtone, or file playback

Sound Selection

For file mode, select an imported sound or add one from the device

Repeat and Duration

Repeat count (1–20), repeat interval, and optional playback duration

Example Usage

1

Scenario: Alert the operator after a 60-second scan times out

2

Define the timeout or false branch in your IMAGE or TEXT search flow

3

PLAY_SOUND -> source=alarm, repeat=3, interval=800

4

Follow it with NOTIFY_TOAST or HUD_OVERLAY for visible context

5

When the issue is resolved, use a second PLAY_SOUND with a shorter notification tone

Combinations / Used With

1

COMBINATIONS:

2

IMAGE + PLAY_SOUND: signal that a target was found or missed

3

ERROR_HANDLER + PLAY_SOUND: critical fault alarms

4

HUD_OVERLAY + PLAY_SOUND: visible plus audible status feedback

Tip

For field use, default alarm and notification tones are the most portable choice. Test imported audio together with the export/import flow.

Warnings / Cautions

1

WARNING:

2

Rapidly repeating sounds can become disruptive; use repeat and interval conservatively

3

When file-based audio moves to another device, verify the macro zip import/export flow as well

Step-by-Step Mastery: Basic → Advanced → Pro

The same block at three levels: a quick start, the real options, and professional techniques.

Basic

PLAY_SOUND plays audible feedback inside the macro. As the source you can pick a notification tone (default_notification), alarm (default_alarm), ringtone (default_ringtone), or a sound file imported into the macro (imported_file). It is ideal for alerting the operator when a long scan finishes or a target is found, without looking at the screen.

Advanced

The default tones are portable and work on every device. In imported_file mode you import audio from the device or pick it from the library; in that case the sound is packed into the macro zip. With repeat (soundRepeat), repeat interval (soundIntervalMs), and an optional total duration (soundDurationMs) you control how the sound plays; for example you can play the alarm tone 3 times at 800 ms intervals. The generated code is a single System.playMedia call that passes these three values (duration, interval, repeat) directly.

Pro

For field use the most portable choice is the default alarm/notification sources; if you will move file-based audio to another device, also test the export/import flow, because the sound asset travels inside the zip. Keep notification etiquette in mind: sounds that repeat every second annoy the user, so keep repeat and interval conservative. Pairing the sound with a visible signal strengthens the meaning: trigger PLAY_SOUND together with HUD_OVERLAY, one for the ear and one for the eye. For critical alerts choose the alarm source; for routine confirmations a short notification tone is enough.

Real-World Scenarios — Step-by-Step Recipes

Small, reproducible examples that combine several blocks — build them straight into your own macro.

Audible alarm on scan timeout
  1. 1Define the timeout/FALSE branch in your IMAGE/TEXT search flow
  2. 2PLAY_SOUND -> source=default_alarm, repeat=3, interval=800
  3. 3Then show visible status with HUD_OVERLAY
  4. 4When resolved, a second PLAY_SOUND -> source=default_notification (short confirmation)
Target found signal
  1. 1Search for the target with IMAGE
  2. 2In the TRUE branch PLAY_SOUND -> source=default_notification, repeat=1
  3. 3CLICK the target

Which Blocks to Pair With — Pro Combinations

This block is useful on its own — but it shines when paired with the right partners.

+ IMAGE

Signals found/missed with sound; no need to watch the screen.

+ ERROR_HANDLER

Plays a distinct alarm tone on a critical fault.

+ HUD_OVERLAY

Delivers both audible and visible status feedback together.

Common Mistakes and Fixes

Turning the sound into spam with high repeat + short interval. Fix: keep repeat and interval conservative; make it a signal, not noise.

Moving an imported_file sound to another device without testing. Fix: verify file-based audio together with the macro zip import/export flow.

Pro Tips

For imported audio, the File lightbulb selects an audio asset already in this macro.

Distinguish critical and routine events with different sources: alarm = needs attention, notification = informational. The user understands the event from the sound alone.

Prefer the default sources for maximum portability; use imported_file only when a custom sound is truly required.

This Block's Code (Editor View)

Lua

The Lua below is what the Code Editor generates for this block with sample settings. Adding cases, branches, actions or loops, or changing settings, extends the generated code accordingly. Study it to see what the block does under the hood, to learn Lua, or to copy and adapt it. Use the Copy button (top-right) to paste it into the Code Editor, or “Try in Editor →” to run it in the live editor.

System.playMedia("__default_notification__", 0, 0, 1)

Note: generated code can evolve across versions; helper names (e.g. _reg1, m1) and internal optimizations may change. The logic and the called APIs reflect the block’s behavior.

Block ↔ Lua Mapping →

Shared Controls for This Block Family

The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.

📍Target Point or Match Center

Choose clearly between a fixed coordinate, "act on match" (the position the previous search found), or an {x}-bound variable/dialog value to define where the action executes. Binding {matchX},{matchY} does not break across devices or resolutions.

🎛Duration and Repeats

Hold time, repeat count, and inter-action delay shape how aggressive or natural the action feels.

🎲Small Offset

Random offsets or waypoints help validate fixed-coordinate tests across different screen layouts. "In-Match Jitter" randomizes the tap inside the match box and uses the configured margin to stay away from target boundaries. Keep repeated UI tests bounded and record a visible result.

🪜Before and After Waits

Before-waits let UI settle before the action; after-waits let the next block see the updated screen state.

Builder vs Lua Boundary

Raw touch pointer lifecycle stays code-first

TOUCH and TOUCH_BREAK cover recipe-style touch flows. Raw pointer choreography such as Touch.down, Touch.move, Touch.up, Touch.dispatch, Touch.reset, Touch.breakAll, and Touch.releaseAfter is not exposed as a first-class builder block.

Touch.downTouch.moveTouch.upTouch.dispatchTouch.resetTouch.breakAllTouch.releaseAfter
Bounded dialog design is builder-backed; freer composition stays code-first

The DIALOG block and dialog designer cover a bounded field set in the builder: Info Text, Text Input, Checkbox, Description, Radio Group, Dropdown, Multi Select, Tab Group, Date Time, Number Range, Slider, Image Picker, Color Picker, File Picker, Recorder Picker, Tag, Signature, and Spacer. The buttons are designed too: the Positive button and Negative button tabs set each button’s text, background, and border color, corner radius, and minimum height next to a preview. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Coming soonv1.0.51Two more fields: Agent Detect references (agent_detect_editor) lets the user pick a saved reference set or add and edit references, and Save confirms the selection; Navigation setup editor (navigation_editor) edits a saved map, marker and route from the Dialog and returns the setup and route selection without moving the character.

Setting.builderDialogHudTextViewAgentDetectEditorNavigationEditor
Advanced HTTP request chaining stays code-first

HTTP_GET, HTTP_POST, and HTTP_PUT cover common fixed-method flows; HTTP_REQUEST covers one bounded request with method, header lines, body, content type, query parameters (GET and DELETE), timeout, and a bounded retry. These blocks never throw; they write the status code (-1 on a network failure). Cookie handling, chained request objects, and lower-level client flows still need the code editor.

Request()Request.setCookieRequest.getCookiesCUSTOM_CODE
General programming surfaces stay code-first

The MAP, LIST, JSON_PARSE, REGEX_MATCH, and METRICS blocks cover the everyday cases: map actions, a static list, reading a value from a JSON path, regex match, find, replace, and split, and metrics actions. The rest of the Map, Array, JSON, Regex, and Metrics APIs (for example Array sort, filter, and map) is broader than the builder recipe model and stays on the CUSTOM_CODE and code editor side.

MapArrayJSONRegexMetrics
Low-level runtime and Lua composition stays code-first

Runtime helpers, raw Request objects, Lua built-ins such as print/pcall/xpcall, and free-form object chaining patterns are represented through CUSTOM_CODE or the code editor.

RuntimeRequestprintpcallxpcallCUSTOM_CODE

Debug Mode and Breakpoints

Each block card now exposes an independent breakpoint toggle. When enabled, the breakpoint preference is stored with the block.

Breakpoints are only emitted into runtime code when Debug Mode is enabled from Visual Builder settings. When Debug Mode is off, breakpoints stay saved but do not pause execution.

Use ASSERT for fail-fast validation, and use breakpoints for step-by-step tracing and controlled pauses in the same flow.

Variable Scope

1

Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.

2

However, a variable defined inside a GROUP will be 'nil' (undefined) until the GROUP executes. Blocks outside the GROUP using this variable may produce unexpected results.

3

FOR_EACH loop variables (item and index) only carry valid values inside the loop body. Outside the loop they are outside local scope and should not be used.

4

TRY_CATCH error variable is only valid within the catch block. If the try block succeeds, the catch branch is not entered and the error variable remains undefined.

5

TIP: Before using a variable inside a GROUP, assign a default value with SET_VARIABLE outside the GROUP. This way the variable won't be nil even if the GROUP has not run.

Inline Expressions

You can embed variable values and calculations into text fields using {{ expression }} syntax. Expressions inside double curly braces are evaluated as Lua code and the result is inserted into the text.

Syntax
{{ expression }}
Examples
Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1)
{{ name }} kazandı! → tostring(name) .. " kazandı!"
X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)
Supported Blocks
SET_VARIABLELOGCOMPARECLIPBOARD_WRITENOTIFY_TOASTKV_SET
Security Note

Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.

General Tips

1

Keep scan regions as small as possible — improves speed, reduces false matches.

2

Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).

3

Use network operations and error-prone steps inside TRY_CATCH.

4

If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.

5

Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.

6

Customize macros with Dialog block — different parameters each run.

7

Define repeating steps once with GROUP_CALL, call from many places.

Cross-macro local library

Local Shared Macro Area

The Local Shared Macro Area moves blocks, variables, dialog fields, gallery assets, and imported media dependencies between macros on the same device. It is device-local, not cloud sync, not Firebase sharing, and not a replacement for public macro sharing.

Professional usage model: put a reusable login flow, common scan region, shared dialog form, variable group, template image, color profile, replay recording, or imported PLAY_SOUND media file into the shared area from one macro, then import it from the relevant + menu in another macro.

VISUAL_BLOCKSVARIABLESDIALOG_FIELDSTEMPLATE_IMAGECOLOR_SWATCHREPLAY_RECORDMEDIA_FILE
1

Send to the shared area

When one item or a multi-selection is active, the shared-area button can copy the selected part from the workspace, group, true/false action branch, dialog, and variables surfaces into the device-local library.

2

Import into another macro

The shared-area entry under the + menu imports the selected item into the surface that opened it. Main workspace, group, action branch, dialog, and variables each receive the compatible item type.

3

Share gallery assets

Gallery items include template images, color swatches, replay records, and imported audio/media files. They can move between macros on the same device so repeated templates, colors, recordings, and PLAY_SOUND media assets do not need to be captured again.

4

Keep it clean

The shared area is not a permanent dumping ground. Delete stale shared items from the shared-library panel; imports create a copy in the target macro and do not rewrite the source macro flow.

Checkpoint: after importing, review block names, linked template/image/color/record/media assets, and variable names in the target macro. The shared area creates a copy; delete stale shared items from the shared-library panel to keep the library clean.

AI assistant

Build a block chain with MH AI in natural language

Tell MH AI what you want in plain language; it proposes the right block sequence and lands it in the workspace after you approve. In the current release it works with cloud providers such as Gemini, Claude, and OpenAI; on-device local models are on the roadmap.

Learn more →