The Sound element is designed to play sound effects. Sound effects built into the application are available for playback. There is also the ability to connect custom audio files.


Unique sound effect identifier (ID)int


  • Variable name - the name of the variable for the identifier of the sound effect in the source code for the microcontroller, allow to set a name for the variable of C rules.
  • Hide on screen - do not display the visual element of sound in the graphical interface. If the flag is not set, the element will be displayed as a loudspeaker; when playing a sound, the element will display animation and flicker.


The sound effect played is determined by its unique identifier. The unique identifier is transferred from the controller to the application as an integer variable or 0 if playback is disabled.The smartphone application contains a list of all available sound effects and their identifiers, and also allows you to add user sound effects to the list. If you use sound effects from the built-in list, this guarantees their identical reproduction on different devices without additional settings.

To select a sound effect and find its identifier, you need to open the sound effects list in the application, which is located in the "Settings" / Sound list". In the list you can hear sound effects, choose the appropriate one and use its identifier (ID) when developing a program for the controller.

It is also possible to add your own sound effects, assign them identifiers. Custom sound effects must have identifiers from 1 to 999. To add a sound effect in the sound list, press the "+" button. To add sound effects in the app for Android the files can be placed in the directory "Music". In the iOS app, audio files can be added via “iCloud Drive”.

The “Sound” element plays sound effects only when the graphical interface is displayed on a smartphone/tablet.

Examples of Arduino IDE

The following code will play an audible alert when a input is high:

if (digitalRead(5) == HIGH) {   
  RemoteXY.sound_1 = 1001;
else {
  RemoteXY.sound_1 = 0;