Camel Walk
Sound Event · Infinite loop · 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 · Infinite loop · Random Volume -7 … 0 dB · Random Pitch -3 … +3 st
Hoof_Large_Walk_01Mono · 44.1 kHz · 0.51 s · 17 KB
Hoof_Large_Walk_02Mono · 44.1 kHz · 0.5 s · 15.7 KB
Hoof_Large_Walk_03Mono · 44.1 kHz · 0.5 s · 16.5 KB
Hoof_Large_Walk_04Mono · 44.1 kHz · 0.5 s · 16.8 KB
Technical details
- Event ID
- SFX_Camel_Walk
- Game File
- Server/Audio/SoundEvents/SFX/NPC/Beasts/Camel/SFX_Camel_Walk.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 4 BlocksInherited
- Maximum hearing distance
- 15 BlocksInherited
- Spatiality (Spatial Blend)
- 0.5
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_NPC_Camel (0 dB) → AudioCat_NPC (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_QuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 0.51 s · 17 KB
Used by
NPCs (2)
Camel
Camel
- Animation · Walk
Camel
Tamed_Camel
- Animation · Walk
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 (minimum) changed from -10 dB to -7 dB
- Volume from +3 dB to 0 dB