Blunderbuss No Ammo
Sound Event · 0.97 s – 1.09 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
Blunderbuss_No_Ammo_Stereo_01Stereo · 44.1 kHz · 1.06 s · 59.1 KB
Blunderbuss_No_Ammo_Stereo_02Stereo · 44.1 kHz · 0.97 s · 53.9 KB
Blunderbuss_No_Ammo_Stereo_03Stereo · 44.1 kHz · 1.08 s · 59.8 KB
Blunderbuss_No_Ammo_Stereo_04Stereo · 44.1 kHz · 1.09 s · 50.6 KB
Technical details
- Event ID
- SFX_Blunderbuss_No_Ammo
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Guns/Blunderbuss/SFX_Blunderbuss_No_Ammo.json
- Event volume
- -2 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, Stereo · 44.1 kHz · 1.06 s · 59.1 KB
Used by
Items and blocks (6)
Blunderbuss
Weapon_Gun_Blunderbuss
- Primary action · Custom sound (player only)
Rusty Blunderbuss
Weapon_Gun_Blunderbuss_Rusty
- Primary action · Custom sound (player only)
4 debug, template and unnamed entries
Weapon_Assault_Rifle
Weapon_Assault_Rifle
- Primary action · Custom sound (player only)
Weapon_Handgun
Weapon_Handgun
- Primary action · Custom sound (player only)
Weapon_Test_Sniper_Rifle
Weapon_Test_Sniper_Rifle
- Primary action · Custom sound (player only)
Weapon_Test_Zoom_Rifle
Weapon_Test_Zoom_Rifle
- Primary action · Custom sound (player only)
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5