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
Light_Melee_T1_Guard_Hit_02Mono · 48 kHz · 0.31 s · 7.1 KB
Light_Melee_T1_Guard_Hit_03Mono · 48 kHz · 0.5 s · 8.6 KB
Light_Melee_T1_Guard_Hit_04Mono · 48 kHz · 0.48 s · 8.5 KB
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