Skip to content
WeaponsProjectilesIce Ball

Ice Ball Death

Sound Event · 2.92 s – 3.87 s · 1 layer · 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

Volume 0 dB · Random Volume -1.9 … 0 dB · Random Pitch -3.86 … +3.16 st

Crystal_Ice_Blast_01Mono · 44.1 kHz · 2.92 s · 103 KB

0:000:02

Crystal_Ice_Blast_02Mono · 44.1 kHz · 3.87 s · 119.9 KB

0:000:03

Crystal_Ice_Blast_03Mono · 44.1 kHz · 3.47 s · 112.8 KB

0:000:03

Technical details

Event ID
SFX_Ice_Ball_Death
Game File
Server/Audio/SoundEvents/SFX/Projectiles/Ice_Ball/SFX_Ice_Ball_Death.json
Event volume
-8 dB
Event pitch
0 HalftonesInherited
Attenuation starts at
15 BlocksInherited
Maximum hearing distance
45 BlocksInherited
Spatiality (Spatial Blend)
0.6Inherited
Concurrent instances
50Inherited
Interruption prevented
no
Audio category
AudioCat_SFX (0 dB)
Inherits from
SFX_Attn_LoudMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, PreventSoundInterruption, AudioCategory
Audio format
Original Ogg Vorbis, Mono · 44.1 kHz · 2.92 s · 103 KB

Used by

Change history

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

Ice Ball Death — Hytale Sound Database | ZAP-Hosting