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WeaponsSharedImpacts

Light Melee T1 Guard Hit

Sound Event · 0.31 s – 0.5 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 +1 dB · Random Volume -1 … 0 dB · Random Pitch -2 … +2 st

Light_Melee_T1_Guard_Hit_01Mono · 48 kHz · 0.5 s · 8.8 KB

0:000:00

Light_Melee_T1_Guard_Hit_02Mono · 48 kHz · 0.31 s · 7.1 KB

0:000:00

Light_Melee_T1_Guard_Hit_03Mono · 48 kHz · 0.5 s · 8.6 KB

0:000:00

Light_Melee_T1_Guard_Hit_04Mono · 48 kHz · 0.48 s · 8.5 KB

0:000:00

Technical details

Event ID
SFX_Light_Melee_T1_Guard_Hit
Game File
Server/Audio/SoundEvents/SFX/Weapons/Shared/Impacts/SFX_Light_Melee_T1_Guard_Hit.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
Yes
Audio category
AudioCat_Sword (-6 dB) → AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
Inherits from
SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
Audio format
Original Ogg Vorbis, Mono · 48 kHz · 0.5 s · 8.8 KB

Used by

Change history

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

Light Melee T1 Guard Hit — Hytale Sound Database | ZAP-Hosting