Flame Default Loop
Sound Event · Infinite loop · 2 layers · 3 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
Layer 1
Volume -4.5 dB · Infinite loop · Random Volume -0.9 … 0 dB · Random Pitch -3.86 … +3.16 st
Torch_Burn_Loop_01Mono · 48 kHz · 10.5 s · 126.3 KB
Layer 2
Volume -4.5 dB · Infinite loop · Random Volume -0.9 … 0 dB · Random Pitch -1.82 … +1.65 st
Torch_Loop_01Mono · 44.1 kHz · 8.21 s · 224.1 KB
Torch_Loop_02Mono · 44.1 kHz · 6.31 s · 173.5 KB
Technical details
- Event ID
- SFX_Flame_Default_Loop
- Game File
- Server/Audio/SoundEvents/BlockSounds/Flame/SFX_Flame_Default_Loop.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 2 BlocksInherited
- Maximum hearing distance
- 10 BlocksInherited
- Spatiality (Spatial Blend)
- 0.4
- Concurrent instances
- 50Inherited
- Interruption prevented
- no
- Audio category
- AudioCat_Ambient (0 dB)
- Inherits from
- SFX_Attn_VeryQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, MaxInstance, PreventSoundInterruption
- Audio format
- Original Ogg Vorbis, Mono · 48 kHz · 10.5 s · 126.3 KB
Used by
Items and blocks (2)
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5