Collision Sound

Written by Kitsune

Will play a sound that is inside prim with script when avatar walks onto object.

 

// Sound must be in the object's inventory or it will not work. 
// First sound in inventory will be used if more than 1

integer delay = 5; //how many seconds to wait after playing sound before it can be triggered again


default
{
    on_rez( integer sparam )
    {
        llResetScript();
    }
    
    state_entry()
    {
        llOwnerSay("This object must not be set to phantom or it will not work.");
    }

    collision_start(integer total_number)
    {
        llPlaySound(llGetInventoryName(INVENTORY_SOUND,0), 1);
        llSleep(delay); //keeps it from playing sound over and over
    }
}