Difference between revisions of "LlCollisionSound"

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//Play Sound When Collision Occurs With Other Object Or An AGENT
//Play Sound When Collision Occurs With Other Object Or An AGENT
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Revision as of 16:44, 23 November 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 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 <= impact_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
default
{
    state_entry()
    {
        llCollisionSound("Sound Or Asset UUID", 1.0);
    }
}

See Also

Events

•  collision_start
•  collision
•  collision_end

Functions

•  llCollisionFilter
•  llCollisionSprite

Deep Notes

Signature

function void llCollisionSound( string impact_sound, float impact_volume );