Club Special Swing
Sound Event · 1.64 s – 1.73 s · 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 · Start Delay 0.1 s · Random Volume -14 … 0 dB · Random Pitch -1.82 … +1.65 st
Club_Steel_Swing_01Mono · 44.1 kHz · 1.59 s · 27.9 KB
Club_Steel_Swing_02Mono · 44.1 kHz · 1.63 s · 29.1 KB
Club_Steel_Swing_03Mono · 44.1 kHz · 1.54 s · 26.8 KB
Club_Steel_Swing_04Mono · 44.1 kHz · 1.56 s · 27.6 KB
Technical details
- Event ID
- SFX_Club_Special_Swing
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Club/Special/SFX_Club_Special_Swing.json
- Event volume
- -4.5 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 · 1.59 s · 27.9 KB
Used by
Items and blocks (4)
Adamantite Club
Weapon_Club_Adamantite
- Primary action · World sound (audible to everyone)
Cobalt Club
Weapon_Club_Cobalt
- Primary action · World sound (audible to everyone)
Copper Club
Weapon_Club_Copper
- Primary action · World sound (audible to everyone)
Thorium Club
Weapon_Club_Thorium
- Primary action · World sound (audible to everyone)
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5