Flail Swing
Sound Event · 0.87 s – 1 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 · Random Pitch -2 … +2 st
Flail_Swing_NPC_01Mono · 44.1 kHz · 1 s · 30.8 KB
Flail_Swing_NPC_02Mono · 44.1 kHz · 0.87 s · 27 KB
Flail_Swing_NPC_03Mono · 44.1 kHz · 1 s · 31.5 KB
Flail_Swing_NPC_04Mono · 44.1 kHz · 1 s · 30.7 KB
Technical details
- Event ID
- SFX_Flail_Swing
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Flail/SFX_Flail_Swing.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
- 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 s · 30.8 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.
0.7.012/10/2026
- Random volume (minimum) changed from -3 dB to 0 dB
- Volume from +4 dB to 0 dB