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WeaponsHand Crossbow

Hand Crossbow T2 Load

Sound Event · 3 s · 1 layer · 4 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 +6 dB · Random Volume -1 … 0 dB · Random Pitch -1 … +1 st

Hand_Crossbow_T2_Load_01Mono · 44.1 kHz · 3 s · 53.6 KB

0:000:03

Hand_Crossbow_T2_Load_02Mono · 44.1 kHz · 3 s · 53.1 KB

0:000:03

Hand_Crossbow_T2_Load_03Mono · 44.1 kHz · 3 s · 52.6 KB

0:000:03

Hand_Crossbow_T2_Load_04Mono · 44.1 kHz · 3 s · 62.4 KB

0:000:03

Technical details

Event ID
SFX_Hand_Crossbow_T2_Load
Game File
Server/Audio/SoundEvents/SFX/Weapons/Hand_Crossbow/SFX_Hand_Crossbow_T2_Load.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
no
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, PreventSoundInterruption
Audio format
Original Ogg Vorbis, Mono · 44.1 kHz · 3 s · 53.6 KB

Used by

Change history

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

Hand Crossbow T2 Load — Hytale Sound Database | ZAP-Hosting