Fireball Miss
Sound Event · 0.69 s · 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 0 dB · Random Pitch -1.82 … +1.65 st
FireballBounce_1Mono · 44.1 kHz · 0.69 s · 19.9 KB
Technical details
- Event ID
- SFX_Fireball_Miss
- Game File
- Server/Audio/SoundEvents/SFX/Projectiles/Spells/Fireball/SFX_Fireball_Miss.json
- Event volume
- -4.5 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 15 BlocksInherited
- Maximum hearing distance
- 45 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 50Inherited
- Interruption prevented
- no
- Audio category
- AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_LoudMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, PreventSoundInterruption, AudioCategory
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 0.69 s · 19.9 KB
Used by
Items and blocks (2)
Red Crystal Staff
Weapon_Staff_Crystal_Red
- Primary action · Projectile misses · About the projectile
- Secondary action · Projectile misses · About the projectile
Trork Staff
Weapon_Staff_Crystal_Fire_Trork
- Primary action · Projectile misses · About the projectile
- Secondary action · Projectile misses · About the projectile
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5