Hand Crossbow T1 Shove
Sound Event · 0.65 s – 0.86 s · 2 layers · 7 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 dB · Random Volume -3 … 0 dB · Random Pitch -2 … +1 st
Mace_T1_Shove_01Mono · 48 kHz · 0.39 s · 7.4 KB
Mace_T1_Shove_02Mono · 48 kHz · 0.39 s · 7.5 KB
Mace_T1_Shove_03Mono · 48 kHz · 0.39 s · 7.7 KB
Layer 2
Volume -14 dB · Random Volume -5 … 0 dB · Random Pitch -2 … +5 st
Player_Clth_Foley_Swing_01Mono · 44.1 kHz · 0.74 s · 24.4 KB
Player_Clth_Foley_Swing_02Mono · 44.1 kHz · 0.65 s · 23.5 KB
Player_Clth_Foley_Swing_03Mono · 44.1 kHz · 0.68 s · 22.9 KB
Player_Clth_Foley_Swing_04Mono · 44.1 kHz · 0.86 s · 26.1 KB
Technical details
- Event ID
- SFX_Hand_Crossbow_T1_Shove
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Hand_Crossbow/SFX_Hand_Crossbow_T1_Shove.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 8 BlocksInherited
- Maximum hearing distance
- 25 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_Hand_Crossbow (-6 dB) → AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 48 kHz · 0.39 s · 7.4 KB
Used by
Items and blocks (3)
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5