Bear Voidtaken Cone Slam Windup
Sound Event · 3 s – 3.5 s · 1 layer · 4 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
Volume 0 dB
Bear_Voidtaken_Cone_Slam_Windup_01Mono · 48 kHz · 3.5 s · 28.7 KB
Bear_Voidtaken_Cone_Slam_Windup_02Mono · 48 kHz · 3 s · 24.7 KB
Bear_Voidtaken_Cone_Slam_Windup_03Mono · 48 kHz · 3.49 s · 27 KB
Bear_Voidtaken_Cone_Slam_Windup_04Mono · 48 kHz · 3.5 s · 23.8 KB
Technical details
- Event ID
- SFX_Bear_Voidtaken_Cone_Slam_Windup
- Game File
- Server/Audio/SoundEvents/SFX/NPC/Beasts/Bear_Voidtaken/SFX_Bear_Voidtaken_Cone_Slam_Windup.json
- Event volume
- -2 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 8 BlocksInherited
- Maximum hearing distance
- 35 Blocks
- Spatiality (Spatial Blend)
- 0.5
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_NPC_Bear_Grizzly (0 dB) → AudioCat_NPC (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 48 kHz · 3.5 s · 28.7 KB
Used by
NPCs (1)
1 debug, template and unnamed entries
Template
Template_Bear_Voidtaken_Boss
- NPC behavior · World sound (audible to everyone)
Change history
Added in 0.7.0 (12/10/2026) · unchanged through 0.7.5