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NPCsLivestockRam

Ram 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 -4.5 dB · Infinite loop · Random Volume -0.9 … 0 dB · Random Pitch -1.82 … +1.65 st

Ram_Sleep_01Mono · 44.1 kHz · 3.37 s · 85.2 KB

0:000:03

Ram_Sleep_02Mono · 44.1 kHz · 2.91 s · 83.2 KB

0:000:02

Technical details

Event ID
SFX_Ram_Sleep
Game File
Server/Audio/SoundEvents/SFX/NPC/Livestock/Ram/SFX_Ram_Sleep.json
Event volume
0 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_Ram (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 · 3.37 s · 85.2 KB

Used by

NPCs (2)

Ram

Ram

  • Animation · Sleep

Ram

Tamed_Ram

  • Animation · Sleep

Change history

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

Ram Sleep — Hytale Sound Database | ZAP-Hosting