Goblin Flamethrower Candle
Sound Event · Infinite loop · 1 layer · 2 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 · Infinite loop · Random Volume -4 … 0 dB · no repeats within 2 plays · Random Start Point Up To 4 s
Weapon_Flamethrower_Candle_Burn_Loop_01Mono · 48 kHz · 20.4 s · 261.5 KB
Weapon_Flamethrower_Candle_Burn_Loop_02Mono · 48 kHz · 20.4 s · 207.4 KB
Technical details
- Event ID
- SFX_Goblin_Flamethrower_Candle
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Goblin/Flamethrower/SFX_Goblin_Flamethrower_Candle.json
- Event volume
- -8 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 1 BlocksInherited
- Maximum hearing distance
- 5 BlocksInherited
- Spatiality (Spatial Blend)
- 0.5
- Concurrent instances
- 25
- Interruption prevented
- no
- Audio category
- AudioCat_Ambient (0 dB)
- Inherits from
- SFX_Attn_ExtremelyQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, PreventSoundInterruption
- Audio format
- Original Ogg Vorbis, Mono · 48 kHz · 20.4 s · 261.5 KB
Used by
Items and blocks (2)
1 debug, template and unnamed entries
Weapon_Flamethrower_Scrap_Dungeon
Weapon_Flamethrower_Scrap_Dungeon
- Item sound
Change history
Added in 0.7.0 (12/10/2026) · unchanged through 0.7.5