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Collision Sound
Script ID : 37
Published Date: 2010/5/12 5:12:24
Reads : 5258

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

on_rezinteger sparam )
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

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