LlCollisionSound
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
| <source lang="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);
}
} </source> |
See Also
Events
• collision_start
• collision
• collision_end
Functions
• llCollisionFilter
• llCollisionSprite