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BlocksFlame

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

0:000:10

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

0:000:08

Torch_Loop_02Mono · 44.1 kHz · 6.31 s · 173.5 KB

0:000:06

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

Change history

Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5

Flame Default Loop — Hytale Sound Database | ZAP-Hosting