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WeaponsGunsBlunderbuss

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

0:000:01

Blunderbuss_No_Ammo_Stereo_02Stereo · 44.1 kHz · 0.97 s · 53.9 KB

0:000:00

Blunderbuss_No_Ammo_Stereo_03Stereo · 44.1 kHz · 1.08 s · 59.8 KB

0:000:01

Blunderbuss_No_Ammo_Stereo_04Stereo · 44.1 kHz · 1.09 s · 50.6 KB

0:000:01

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)

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

Blunderbuss No Ammo — Hytale Sound Database | ZAP-Hosting