Blunderbuss Fire Local
Sound Event · 4 s – 4.5 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 -5 dB · Random Pitch -1 … +1 st
Blunderbuss_Fire_Player_Stereo_01Stereo · 44.1 kHz · 4.5 s · 243.7 KB
Blunderbuss_Fire_Player_Stereo_02Stereo · 44.1 kHz · 4 s · 223.6 KB
Blunderbuss_Fire_Player_Stereo_03Stereo · 44.1 kHz · 4.5 s · 253.7 KB
Blunderbuss_Fire_Player_Stereo_04Stereo · 44.1 kHz · 4 s · 241.9 KB
Technical details
- Event ID
- SFX_Blunderbuss_Fire_Local
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Guns/Blunderbuss/SFX_Blunderbuss_Fire_Local.json
- Event volume
- +5 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 15 BlocksInherited
- Maximum hearing distance
- 45 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_LoudMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
- Audio format
- Original Ogg Vorbis, Stereo · 44.1 kHz · 4.5 s · 243.7 KB
Used by
Change history
Present since at least 0.6.6 (earliest available build)
Builds before 0.6.6 are unavailable, so earlier changes are unknown.
0.7.012/10/2026
- Random volume (minimum) changed from -2 dB to 0 dB
- Volume from 0 dB to -5 dB