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NPCsIntelligentGoblin

Goblin Lobber Bomb Fuse Loop

Sound Event · Infinite loop · 3 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 -18 dB · Infinite loop · Random Pitch -1 … +1 st · Random Start Point Up To 2 s

Tool_Bomb_Fuse_Loop_01Mono · 48 kHz · 24 s · 243.1 KB

0:000:23

Layer 2

Volume -18 dB · Infinite loop · Random Pitch -1 … +1 st · Random Start Point Up To 2 s

Tool_Bomb_Fuse_Loop_02Mono · 48 kHz · 24 s · 244.1 KB

0:000:23

Layer 3

Volume -18 dB · Infinite loop · Random Pitch -1 … +1 st · Random Start Point Up To 2 s

Tool_Bomb_Fuse_Loop_03Mono · 48 kHz · 24 s · 245.6 KB

0:000:23

Technical details

Event ID
SFX_Goblin_Lobber_Bomb_Fuse_Loop
Game File
Server/Audio/SoundEvents/SFX/NPC/Intelligent/Goblin/Goblin_Lobber/SFX_Goblin_Lobber_Bomb_Fuse_Loop.json
Event volume
0 dB
Event pitch
0 HalftonesInherited
Attenuation starts at
2 BlocksInherited
Maximum hearing distance
10 BlocksInherited
Spatiality (Spatial Blend)
0.6Inherited
Concurrent instances
50Inherited
Interruption prevented
no
Audio category
AudioCat_NPC_Goblin_Lobber (0 dB) → AudioCat_NPC_Goblin_Crowd (0 dB) → AudioCat_NPC_Goblin (0 dB) → AudioCat_NPC (0 dB) → AudioCat_SFX (0 dB)
Inherits from
SFX_Attn_VeryQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
Audio format
Original Ogg Vorbis, Mono · 48 kHz · 24 s · 243.1 KB

Used by

No usage found in the server files

No item, NPC or ambience file in the server package triggers this event, and the server code does not mention it either. The game data therefore does not show where it plays in the game.

Mentioned in 1 files that no item or NPC can reach
  • Entity/EffectsEntity/Effects/Npc/Goblin/Goblin_Lobber_Bomb_Fuse.jsonWorld sound (audible to everyone)

Change history

Added in 0.7.0 (12/10/2026) · unchanged through 0.7.5

Goblin Lobber Bomb Fuse Loop — Hytale Sound Database | ZAP-Hosting