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
Ram_Sleep_02Mono · 44.1 kHz · 2.91 s · 83.2 KB
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