Difference between revisions of "LlCollisionSound"

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{{LSL_Function/inventory|impact_sound|uuid=true}}
{{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
|sort=CollisionSound
|sort=CollisionSound
|func=llCollisionSound|p1_type=string|p1_name=impact_sound|p2_type=float|p2_name=impact_volume
|func=llCollisionSound
|func_footnote
|p1_type=string|p1_name=impact_sound|p1_desc=inventory item or [[UUID]]
|func_desc=Suppress default collision sounds, replace default impact sounds with impact_sound (empty string to just suppress)
|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_desc=Suppress default collision sounds, replace default impact sounds with '''impact_sound''' at the volume '''impact_volume'''
|return_text
|return_text
|spec
|spec
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|also_events
|also_events
|also_articles
|also_articles
|also_tests
|notes
|notes
|permission
|permission

Revision as of 19:55, 22 February 2007

Summary

Function: llCollisionSound( string impact_sound, float impact_volume );
0.0 Forced Delay
10.0 Energy

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

• string impact_sound an item in the inventory of the prim this script is in or a UUIDinventory item 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.

Caveats

  • If impact_sound is missing from the prim's inventory and it is not a UUID 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

Deep Notes

Signature

function void llCollisionSound( string impact_sound, float impact_volume );