Flame Ignite
Sound Event · 1.52 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 · Start Delay 0.05 s · Random Volume -0.9 … 0 dB · Random Pitch -1.82 … +1.65 st
Torch_OnMono · 44.1 kHz · 1.47 s · 47 KB
Technical details
- Event ID
- SFX_Flame_Ignite
- Game File
- Server/Audio/SoundEvents/BlockSounds/Flame/SFX_Flame_Ignite.json
- Event volume
- -3.1 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
- no
- Audio category
- AudioCat_BlockSounds (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_QuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, PreventSoundInterruption
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 1.47 s · 47 KB
Used by
Items and blocks (7)
Bamboo Brazier
Furniture_Jungle_Brazier
- Block · When used
Bangstick
Weapon_Bangstick
- Primary action · Custom sound (player only)
- Primary action · World sound (audible to everyone)
Dark Temple Brazier
Furniture_Temple_Dark_Brazier
- Block · When used
Goblin Brazier
Furniture_Goblin_Brazier
- Block · When used
Light Temple Brazier
Furniture_Temple_Light_Brazier
- Block · When used
Lost Civilization Brazier
Furniture_Human_Ruins_Brazier
- Block · When used
Simple Stone Brazier
Furniture_Village_Brazier
- Block · When used
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5