Horse Sleep
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 -0.9 … +0.8 dB · Random Pitch -3.86 … 0 st
Horse_Sleep_01Mono · 44.1 kHz · 6.8 s · 201.5 KB
Horse_Sleep_02Mono · 44.1 kHz · 6.6 s · 189.6 KB
Technical details
- Event ID
- SFX_Horse_Sleep
- Game File
- Server/Audio/SoundEvents/SFX/NPC/Livestock/Horse/SFX_Horse_Sleep.json
- Event volume
- -8 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 2 BlocksInherited
- Maximum hearing distance
- 10 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 3
- Interruption prevented
- no
- Audio category
- AudioCat_NPC_Horse (0 dB) → AudioCat_NPC (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_VeryQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, PreventSoundInterruption
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 6.8 s · 201.5 KB
Used by
NPCs (4)
Foal
Horse_Foal
- Animation · Sleep
Foal
Tamed_Horse_Foal
- Animation · Sleep
Horse
Horse
- Animation · Sleep
Horse
Tamed_Horse
- Animation · Sleep
NPC models without a role (1)
Horse Tamed
Horse_Tamed
- Animation · Sleep
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5