llCollisionSound

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Revision as of 21:41, 24 January 2008 by JetZep Zabelin (talk | contribs) (<lsl> example)
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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

<lsl>//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);
   }
}</lsl>

See Also

Events

•  collision_start
•  collision
•  collision_end

Functions

•  llCollisionFilter
•  llCollisionSprite

Deep Notes

Signature

function void llCollisionSound( string impact_sound, float impact_volume );