Emit Goblin Liquid Bubbling
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 -6 dB · Infinite loop · Random Volume -2 … 0 dB · Random Pitch -3 … +3 st · Random Start Point Up To 5 s
Emit_Goblin_Liquid_Bubbling_Loop_01Mono · 48 kHz · 7.92 s · 103 KB
Technical details
- Event ID
- SFX_Emit_Goblin_Liquid_Bubbling
- Game File
- Server/Audio/SoundEvents/Environments/Emitters/Goblin/SFX_Emit_Goblin_Liquid_Bubbling.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 2 BlocksInherited
- Maximum hearing distance
- 10 BlocksInherited
- Spatiality (Spatial Blend)
- 0.5
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_Ambient (0 dB)
- Inherits from
- SFX_Attn_VeryQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 48 kHz · 7.92 s · 103 KB
Used by
More game files and server code (1)
- PrefabsPrefabs/SFX_Emitters/SFX_Emit_Goblin_Liquid_Bubbling.prefab.jsonPrefab
Change history
Added in 0.7.0 (12/10/2026) · unchanged through 0.7.5