REDSTONEPEDIA › Circuits › Pulse shapers
One pulse on every switch (dual-edge detector)
10-tick pulse · 8 blocks
Every time the input changes, on or off, the output gives one short pulse of 10 ticks (0.5 s).
Footsteps and other noises don't set off its sculk sensor: the items in its chest set the one sound it listens to.
starts after 1 tick (0.05 s) · needs an input of at least 20 ticks (1 s) · fits in 2×2×3
Every size 12
The best design for each size: pick one to see it.
| size | blocks | numbers |
|---|---|---|
| 2 ticks (0.1 s) | 2 blocks | starts after 2 ticks (0.1 s) · needs an input of at least 2 ticks (0.1 s) |
| 4 ticks (0.2 s) | 4 blocks | starts after 6 ticks (0.3 s) · needs an input of at least 4 ticks (0.2 s) |
| 6 ticks (0.3 s) | 4 blocks | starts after 8 ticks (0.4 s) · needs an input of at least 8 ticks (0.4 s) |
| 8 ticks (0.4 s) | 4 blocks | starts after 10 ticks (0.5 s) · needs an input of at least 15 ticks (0.75 s) |
| 10 ticks (0.5 s) (this page) | 8 blocks | starts after 1 tick (0.05 s) · needs an input of at least 20 ticks (1 s) |
| 16 ticks (0.8 s) | 13 blocks | starts after 4 ticks (0.2 s) · needs an input of at least 30 ticks (1.5 s) |
| 18 ticks (0.9 s) | 22 blocks | starts after 6 ticks (0.3 s) · needs an input of at least 40 ticks (2 s) |
| 24 ticks (1.2 s) | 13 blocks | starts after 4 ticks (0.2 s) · needs an input of at least 60 ticks (3 s) |
| 30 ticks (1.5 s) | 29 blocks | starts after 6 ticks (0.3 s) · needs an input of at least 40 ticks (2 s) |
| 32 ticks (1.6 s) | 13 blocks | starts after 4 ticks (0.2 s) · needs an input of at least 60 ticks (3 s) |
| 34 ticks (1.7 s) | 27 blocks | starts after 6 ticks (0.3 s) · needs an input of at least 80 ticks (4 s) |
| 40 ticks (2 s) | 13 blocks | starts after 4 ticks (0.2 s) · needs an input of at least 80 ticks (4 s) |
Try it
Hold IN under the view for a long press, tap it for a short one: the box marked OUT turns red while the output is on. Press play under the view to watch a demo on a loop; touch any other control to take over.
How this design does it: One 10-tick pulse every time the input turns on and every time it turns off, for inputs held at least 1 second (20 ticks), and footsteps or dropped items nearby never set it off: the input block plays the note block beside it when it turns on, and the torch standing on it goes out and relights when the input turns off, playing a second note block; a calibrated sculk sensor tuned to that sound (a comparator reading a chest sets its frequency) gives the pulse.
Build it
Download .litematic Download the design as text
The .litematic opens in Litematica (Minecraft 26.3): every block of the design in one region. The text file is the same build written as plain text, block by block.
Comes loaded with 1,111 cobblestone in its containers: the download includes them; building it by hand, put them in first.
Blocks used: calibrated sculk sensor chest comparator note block redstone torch stone
Details: how it works, measurements and properties
In depth
Every time the input changes (turns on or turns off), the output gives one short pulse of L = 10 ticks (0.5 s), 1 tick (0.05 s) rising / 4 ticks (0.2 s) falling after the change. It handles every input pulse of 20 ticks (1 s) or longer.
Use it to react to any change of a lever, in both directions.
How to try it
Press play under the view to watch the demo on a loop (the badge reads demo with the step it is on; the same sequence is drawn as a timing diagram below). Touch any control to stop it and try the circuit yourself.
To try it: press and hold the IN button of the bar (or the cell tagged IN) to power that input; a quick tap sends a short 2-tick pulse.
Inputs are tagged in lime; the output is tagged OUT: the redstone lamp in that cell (the view adds it to show the output) lights while the output is on (the output strip by the demo badge shows its last 40 game ticks, 2 seconds). Drag to look around, pinch or scroll to zoom, step one game tick at a time with the step button.
Inputs and output over time
The input follows this schedule (the 3D view's demo plays the same). Lime: an input is on; orange: the output is on (taller = a stronger signal, 1 to 15). Time runs left to right in game ticks (20 ticks = 1 s).
Swipe the diagram sideways: the whole sequence lasts 687 ticks (34.35 s).
Step by step (12 lines)
in 2 ticks (0.1 s): +1 for 10 <- not handled in 3 ticks (0.15 s): +1 for 10 <- not handled in 4 ticks (0.2 s): +1 for 10 <- not handled in 5 ticks (0.25 s): +1 for 10 <- not handled in 6 ticks (0.3 s): +1 for 10 <- not handled in 8 ticks (0.4 s): +1 for 10 <- not handled in 10 ticks (0.5 s): +1 for 10 <- not handled in 15 ticks (0.75 s): +1 for 10 <- not handled in 20 ticks (1 s): +1 for 10, +24 for 10 in 30 ticks (1.5 s): +1 for 10, +34 for 10 in 40 ticks (2 s): +1 for 10, +44 for 10 in 60 ticks (3 s): +1 for 10, +64 for 10
Measurements
| metric | value | what it means |
|---|---|---|
| L | 10 ticks (0.5 s) | the length of the output pulse |
| delay | 1 tick (0.05 s) rising / 4 ticks (0.2 s) falling | the time from the input's edge to the start of the output pulse |
| min-pulse | 20 ticks (1 s) | the shortest input pulse handled correctly (every longer one works too) |
| vibration-proof | yes |
Notes from its designer
One 10-tick pulse every time the input turns on and every time it turns off, for inputs held at least 1 second (20 ticks), and footsteps or dropped items nearby never set it off: the input block plays the note block beside it when it turns on, and the torch standing on it goes out and relights when the input turns off, playing a second note block; a calibrated sculk sensor tuned to that sound (a comparator reading a chest sets its frequency) gives the pulse.
Properties
| Study | Pulse shapers |
|---|---|
| Kind | One pulse on every switch (dual-edge detector) |
| Blocks placed | 8 (not counting the input levers or buttons and the lamp the view adds) |
| Box | 2×2×3 (12 blocks of space) |
| Made of (the blocks that change state) | calibrated sculk sensor, comparator, note block, redstone torch |
| Inputs / outputs | IN (repeater) / OUT |
| Design file | pulse-dual-sculk-L10-v12 |
The design file
Design file (23 lines)
# One pulse on every switch: 10-tick pulse · 8 blocks
# https://vjeux.github.io/redstonepedia/circuits/pulse/pulse-dual-sculk-L10-v12.html
name: pulse-dual-sculk-L10-v12
circuit: dual-edge
port input: 1 -1 2 minecraft:redstone_block minecraft:stone
port output: 3 0 1
nbt: 2 0 3 {Items:[{Slot:0b,id:"minecraft:cobblestone",count:64},{Slot:1b,id:"minecraft:cobblestone",count:64},{Slot:2b,id:"minecraft:cobblestone",count:64},{Slot:3b,id:"minecraft:cobblestone",count:64},{Slot:4b,id:"minecraft:cobblestone",count:64},{Slot:5b,id:"minecraft:cobblestone",count:64},{Slot:6b,id:"minecraft:cobblestone",count:64},{Slot:7b,id:"minecraft:cobblestone",count:64},{Slot:8b,id:"minecraft:cobblestone",count:64},{Slot:9b,id:"minecraft:cobblestone",count:64},{Slot:10b,id:"minecraft:cobblestone",count:64},{Slot:11b,id:"minecraft:cobblestone",count:64},{Slot:12b,id:"minecraft:cobblestone",count:64},{Slot:13b,id:"minecraft:cobblestone",count:64},{Slot:14b,id:"minecraft:cobblestone",count:64},{Slot:15b,id:"minecraft:cobblestone",count:64},{Slot:16b,id:"minecraft:cobblestone",count:64},{Slot:17b,id:"minecraft:cobblestone",count:23}]}
origin: 1 0 1
palette:
A minecraft:comparator[facing=south,mode=compare,powered=false]
C minecraft:calibrated_sculk_sensor[facing=north,power=0,sculk_sensor_phase=inactive,waterlogged=false]
N minecraft:note_block[instrument=harp,note=0,powered=false]
R minecraft:redstone_torch[lit=true]
S minecraft:stone
c minecraft:chest[facing=north,type=single,waterlogged=false]
layer -1:
N
SS
.
layer 0:
.C
RA
Nc