From Second Life Wiki
CollisionSound
llCollisionSound
Description
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 prim's inventory or UUID
|
|
| • 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.
If impact_volume is set to zero the collision particles are 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.
Examples
//Play Sound When Collision Occurs With Other Object Or An AGENT
//Creator: TonyH Wrangler
string sound = "ed124764-705d-d497-167a-182cd9fa2e6c"; //uuid or name of item in inventory
default
{
state_entry()
{
llCollisionSound(sound, 1.0);
}
}