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
Crystal_Ice_Blast_02Mono · 44.1 kHz · 3.87 s · 119.9 KB
Crystal_Ice_Blast_03Mono · 44.1 kHz · 3.47 s · 112.8 KB
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