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WeaponsFlail

Flail Charge Local

Sound Event · 1.59 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 Pitch -2 … +2 st

Flail_Charge_Player_Stereo_01Stereo · 44.1 kHz · 1.49 s · 97.3 KB

0:000:01

Flail_Charge_Player_Stereo_02Stereo · 44.1 kHz · 1.49 s · 94.4 KB

0:000:01

Flail_Charge_Player_Stereo_03Stereo · 44.1 kHz · 1.49 s · 92 KB

0:000:01

Flail_Charge_Player_Stereo_04Stereo · 44.1 kHz · 1.49 s · 93.9 KB

0:000:01

Technical details

Event ID
SFX_Flail_Charge_Local
Game File
Server/Audio/SoundEvents/SFX/Weapons/Flail/SFX_Flail_Charge_Local.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
no
Audio category
AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
Inherits from
SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, PreventSoundInterruption
Audio format
Original Ogg Vorbis, Stereo · 44.1 kHz · 1.49 s · 97.3 KB

Used by

Change history

Present since at least 0.6.6 (earliest available build)

Builds before 0.6.6 are unavailable, so earlier changes are unknown.

  1. 0.7.012/10/2026

    • Random volume (minimum) changed from -3 dB to 0 dB
    • Volume from +6 dB to 0 dB
Flail Charge Local — Hytale Sound Database | ZAP-Hosting