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WeaponsBomb

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

0:000:21

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

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

Bomb Fuse — Hytale Sound Database | ZAP-Hosting