llCollisionSound(string impact_sound, float impact_volume)
Suppresses the
default collision sounds and replaces them with
impact_sound (a sound in the
object's inventory or a
key) played at the
volume impact_volume. Supply an empty
string to suppress collision sounds. Oddly, an
impact_volume of 0 will disable
collision particles.
Question:
I'd like to play the default sound, but at a quieter volume, say 0.5. What do I use for impact_sound to still use the default sound?
Answer:
That varies, depending on the material used and its sound keys.
Compare with
llCollisionSprite.
A point worth making: llCollisionSound depends on the forces involved. Smaller
objects need to fall from a greater height to trigger the llCollisionSound. The limit seems to be
objects with a size of <0.15, 0.15, 0.15>. Smaller than that and they need to drop from more than 3m high to trigger the llCollisionSound.
One way around this is to use
collision detection to
trigger the sounds bearing in mind there are
events for
collision and
land_collision.
example script
This article wasn't helpful for you? Maybe the
related article at the LSL Portal is able to bring enlightenment.
Functions |
Sound |
Collisions