Difference between revisions of "LlCollisionSound"

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{{LSL_Function/inventory|impact_sound|uuid=true}}
{{LSL_Function/inventory|impact_sound|uuid=true|type=sound}}
{{LSL_Function
{{LSL_Function
|func_id=160|func_sleep=0.0|func_energy=10.0
|func_id=160|func_sleep=0.0|func_energy=10.0
|func=llCollisionSound
|func=llCollisionSound
|p1_type=string|p1_name=impact_sound|p1_desc=inventory item or [[UUID]]
|p1_type=string|p1_name=impact_sound
|p2_type=float|p2_name=impact_volume|p2_desc=between 0.0 (silent) and 1.0 (loud) (0.0 <= '''volume''' <= 1.0)
|p2_type=float|p2_name=impact_volume|p2_desc=between 0.0 (silent) and 1.0 (loud) (0.0 <= '''volume''' <= 1.0)
|func_footnote=If '''impact_sound''' is an empty string then the collision sound is suppressed.
|func_footnote=If '''impact_sound''' is an empty string then the collision sound is suppressed.

Revision as of 22:56, 22 February 2007

Summary

Function: llCollisionSound( string impact_sound, float impact_volume );

Suppress default collision sounds, replace default impact sounds with impact_sound at the volume impact_volume

• string impact_sound a sound in the inventory of the prim this script is in or a UUID of a sound
• float impact_volume between 0.0 (silent) and 1.0 (loud) (0.0 <= volume <= 1.0)

If impact_sound is an empty string then the collision sound is suppressed.

Caveats

  • If impact_sound is missing from the prim's inventory and it is not a UUID or it is not a sound then an error is shouted on DEBUG_CHANNEL.
  • If impact_sound is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
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Examples

Deep Notes

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Signature

function void llCollisionSound( string impact_sound, float impact_volume );