Bow T1 Shoot
Sound Event · 1.31 s – 1.46 s · 1 layer · 3 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 +6 dB · Random Volume -0.9 … 0 dB · Random Pitch -2 … +3 st
Bow_T1_Shoot_01Mono · 48 kHz · 1.46 s · 16.2 KB
Bow_T1_Shoot_02Mono · 48 kHz · 1.32 s · 15 KB
Bow_T1_Shoot_03Mono · 48 kHz · 1.31 s · 14.8 KB
Technical details
- Event ID
- SFX_Bow_T1_Shoot
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Bow/SFX_Bow_T1_Shoot.json
- Event volume
- 0 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_Shortbow (-6 dB) → AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_LoudMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 48 kHz · 1.46 s · 16.2 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 (maximum) changed from +0.8 dB to 0 dB