Axe Iron Swing
Sound Event · 1.72 s – 1.93 s · 2 layers · 8 variants
Plays the event as it does in the game: each layer rerolls probability, variant, volume, and pitch. Distance and 3D position are not simulated.
Layers and variants
Layer 1
Volume -14 dB · Random Volume -2 … 0 dB · Random Pitch -1 … +4 st
Axe_Steel_Swing_01Mono · 44.1 kHz · 1.72 s · 29.6 KB
Axe_Steel_Swing_02Mono · 44.1 kHz · 1.81 s · 32 KB
Axe_Steel_Swing_03Mono · 44.1 kHz · 1.73 s · 30.1 KB
Axe_Steel_Swing_04Mono · 44.1 kHz · 1.93 s · 32.7 KB
Layer 2
Volume -4 dB · Random Volume -1 … 0 dB · Random Pitch -2 … +5 st
Player_Clth_Foley_Swing_01Mono · 44.1 kHz · 0.74 s · 24.4 KB
Player_Clth_Foley_Swing_02Mono · 44.1 kHz · 0.65 s · 23.5 KB
Player_Clth_Foley_Swing_03Mono · 44.1 kHz · 0.68 s · 22.9 KB
Player_Clth_Foley_Swing_04Mono · 44.1 kHz · 0.86 s · 26.1 KB
Technical details
- Event ID
- SFX_Axe_Iron_Swing
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Axe/Iron/SFX_Axe_Iron_Swing.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 8 BlocksInherited
- Maximum hearing distance
- 25 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 1.72 s · 29.6 KB
Used by
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5