Bomb Fuse
Sound Event · Infinite loop · 1 layer · 1 variant
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 -18 dB · Infinite loop
Bomb_FuseMono · 44.1 kHz · 21.6 s · 693.2 KB
Technical details
- Event ID
- SFX_Bomb_Fuse
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Bomb/SFX_Bomb_Fuse.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
- no
- Audio category
- AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, PreventSoundInterruption
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 21.6 s · 693.2 KB
Used by
Items and blocks (3)
NPCs (2)
2 debug, template and unnamed entries
Goblin Scrapper
Template_Dungeon_Goblin_Lobber
- NPC behavior · Custom sound (player only)
- NPC behavior · World sound (audible to everyone)
Goblin Scrapper
Template_Goblin_Lobber
- NPC behavior · Custom sound (player only)
- NPC behavior · World sound (audible to everyone)
NPC models without a role (2)
Bomb Fire Goblin
Bomb_Fire_Goblin
- Animation · Idle
Goblin Rocket
Goblin_Rocket
- Animation · Idle
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5