Hand Crossbow T2 Load Local
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_Stereo_01Stereo · 44.1 kHz · 3 s · 100.4 KB
Hand_Crossbow_T2_Load_Stereo_02Stereo · 44.1 kHz · 3 s · 100.9 KB
Hand_Crossbow_T2_Load_Stereo_03Stereo · 44.1 kHz · 3 s · 99.3 KB
Hand_Crossbow_T2_Load_Stereo_04Stereo · 44.1 kHz · 3 s · 116.7 KB
Technical details
- Event ID
- SFX_Hand_Crossbow_T2_Load_Local
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Hand_Crossbow/SFX_Hand_Crossbow_T2_Load_Local.json
- Event volume
- 0 dB
- Event pitch
- 0 Halftones
- Attenuation starts at
- 2 Blocks
- Maximum hearing distance
- 16 Blocks
- Spatiality (Spatial Blend)
- 0.6
- Concurrent instances
- 50
- Interruption prevented
- no
- Audio category
- AudioCat_Hand_Crossbow (-6 dB) → AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
- Audio format
- Original Ogg Vorbis, Stereo · 44.1 kHz · 3 s · 100.4 KB
Used by
Items and blocks (3)
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5