Drag and drop audio feedback
Dec 01, 2016
By
Russell Lash
First, happy holidays everyone!
I've built a drag and drop activity in Storyline 2 with multiple drag objects and 2 target spots. This works fine, so far. What I need to do, and this is where I need help, is for EACH dragged object, as it is dropped, the activity needs to play an audio sound (e.g., bing for correct and bong for wrong). This needs to be happen without the use of a Submit button, the instant the object is dropped.
Any clues would be helpful.
Cheers,
Russ
12 Replies
Trigger: Play sound when object dropped on.
depending how fast they can drop the items sometimes that trigger will not play the audio if the audio is already playing.
You may just need to add a stop media trigger before that one.
Thank you HOWEVER this doesn't work properly. The original design of the drag and drop has the dragged item snap back to the start location if dropped on the wrong target.
Adding the sound triggers worked, BUT it the snap back when dropped incorrectly no longer works. The result, if the object is dragged and dropped on the wrong target, the correct sound plays, but the object is dropped, and remains, on that wrong target and does not snap back.
Any clues how to get the snap back to work AND have the audio work as well?
Hi Russell
are you using the inbuilt Freeform D & D or have you totally customised?
I have it setup using the Freeform D & D.
See my example.
if you want the snap back add a drop correct and drop incorrect state, uncheck the delay state changes it on the quiz form drag and drop options and do the audio based on state change
Hi Russell,
Do you have a .story file to share with us here?
I know I've seen the snap options no longer work when a user has implemented their own custom triggers to change the state of the drag items vs. allowing the drag/drop to do it's built in thing. Once you start adding your own custom triggers, it essentially overrides the built in drag and drop options for snap back, delay dropped states, etc.
Greetings! I have attached a .story file of the drag/drop slide. This version does not have the failed code for playing the drop audio. But, if you'd like, I can add it back in easily and repost.
Cheers,
Russ
I went ahead and added back in the drop sounds, a right sound and wrong sound, that plays properly, but when dropped on the wrong target (correct target is on the right, wrong target is on the left) the drag object does not snap back, but drops onto the bad target. I only programmed the audio for the first drag item.
Hi Russell,
Thanks for sharing your file with us. I took a look at your triggers, and unfortunately the trigger set up you have here is a known issue that has been reported to our QA team. When using a drag and drop interaction with the 'Return to start point when dropped outside the correct drop target' option, triggers cannot be added to the drag item or drop target. As Ashley mentioned, the triggers override the 'Return to start point' option.
I'm sorry I don't have better news for you. I will certainly add this thread to the report and provide updated information here as it becomes available.
I tried, this function is now working, as Russel intended. The built-in snap back and custom triggers are no longer fighting. You must create drop correct and drop incorrect states for each drag object, and use the "Play media" trigger to play the audio.
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