Flame Break
Sound Event · 1.66 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 -3.86 … +3.16 st
Torch_OffMono · 44.1 kHz · 1.66 s · 46.8 KB
Technical details
- Event ID
- SFX_Flame_Break
- Game File
- Server/Audio/SoundEvents/BlockSounds/Flame/SFX_Flame_Break.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 4 BlocksInherited
- Maximum hearing distance
- 15 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_BlockSounds (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_QuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 1.66 s · 46.8 KB
Used by
Items and blocks (2)
More game files and server code (3)
- Item/BlockItem/Block/Fluids/Lava_Source.jsonSoundEvent
- Item/BlockItem/Block/Fluids/Poison_Source.jsonSoundEvent
- Item/BlockItem/Block/Fluids/Water_Source.jsonSoundEvent
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 -0.9 dB to 0 dB
- Volume from +6 dB to 0 dB