Emit Raindrops Glass
Sound Event · Infinite loop · 1 layer · 6 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 -4 … 0 dB · Random Pitch -2 … +2 st · Random Start Point Up To 3 s
Emit_Raindrops_Glass_Loop_01Mono · 44.1 kHz · 4.95 s · 52.4 KB
Emit_Raindrops_Glass_Loop_02Mono · 44.1 kHz · 4.95 s · 53.3 KB
Emit_Raindrops_Glass_Loop_03Mono · 44.1 kHz · 5.85 s · 61.1 KB
Emit_Raindrops_Glass_Loop_04Mono · 44.1 kHz · 4.95 s · 52 KB
Emit_Raindrops_Glass_Loop_05Mono · 44.1 kHz · 4.05 s · 44.5 KB
Emit_Raindrops_Glass_Loop_06Mono · 44.1 kHz · 3.69 s · 40 KB
Technical details
- Event ID
- SFX_Emit_Raindrops_Glass
- Game File
- Server/Audio/SoundEvents/Environments/Emitters/Rain/SFX_Emit_Raindrops_Glass.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
- 10
- Interruption prevented
- no
- Audio category
- AudioCat_Ambient (0 dB)
- Inherits from
- SFX_Attn_VeryQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 4.95 s · 52.4 KB
Used by
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5