Talk:LlCollisionSound
Revision as of 17:53, 3 March 2014 by Miranda Umino (talk | contribs)
Simple note : Actually, a llColisionSound affects the whole object ; it gives the following use cases :
- prim root without llColisionSound , prim child with llCollisionSound to play sound 2 , an avatar hits the child prim : the sound 2 is played
- prim root without llColisionSound , prim child with llCollisionSound to play sound 2 , an avatar hits the root prim : the sound 2 is played
- prim root with llCollisionSound to play sound 1 , prim child with llCollisionSound to play sound 2 , an avatar hits the child prim : the sound 1 is played
- prim root with llCollisionSound to play sound 1 , prim child with llCollisionSound to play sound 2 , an avatar hits the root prim : the sound 1 is played
- prim root with llCollisionSound to play sound 1 , prim child without llCollisionSound , an avatar hits the child prim : the sound 1 is played
- prim root with llCollisionSound to play sound 1 , prim child without llCollisionSound , an avatar hits the root prim : the sound 1 is played
- prim root without llColisionSound , prim child without llCollisionSound , an avatar hits the child prim : the default collision sound is played
- prim root without llColisionSound , prim child without llCollisionSound , an avatar hits the root prim : the default collision sound is played
Miranda Umino 16:46, 3 March 2014 (PST)
Collision sounds stack themselves :
- for instance choose a long collision sound ( several seconds ) ; hit one time the object ; the sound is played ; hit a second time ; a second sound is played over the first played
Miranda Umino 16:53, 3 March 2014 (PST)