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WeaponsClubSpecial

Club Special Impact

Sound Event · 2.16 s – 2.23 s · 2 layers · 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

Layer 1

Volume -14 dB · Random Volume -10.5 … 0 dB

Club_Special_Impact_Layer_01Mono · 44.1 kHz · 2.16 s · 40.1 KB

0:000:02

Club_Special_Impact_Layer_02Mono · 44.1 kHz · 2.23 s · 41.2 KB

0:000:02

Layer 2

Volume -0 dB · Random Pitch -0.89 … +0.84 st

Sword_Common_Impact_02Mono · 48 kHz · 0.82 s · 11.3 KB

0:000:00

Sword_Common_Impact_03Mono · 48 kHz · 0.81 s · 11.2 KB

0:000:00

Technical details

Event ID
SFX_Club_Special_Impact
Game File
Server/Audio/SoundEvents/SFX/Weapons/Club/Special/SFX_Club_Special_Impact.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
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, Mono · 44.1 kHz · 2.16 s · 40.1 KB

Used by

Change history

Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5

Club Special Impact — Hytale Sound Database | ZAP-Hosting