Sand Hit
Sound Event · 2.5 s – 3 s · 3 layers · 6 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
Layer 1
Volume -10 dB
Dirt_Hit_01Mono · 44.1 kHz · 0.38 s · 12.9 KB
Dirt_Hit_02Mono · 44.1 kHz · 0.3 s · 12.1 KB
Dirt_Hit_03Mono · 44.1 kHz · 0.41 s · 15.5 KB
Layer 2
Volume 0 dB · Random Volume -2 … 0 dB · Random Pitch -1.82 … +1.65 st
Grass_Hit_Sweetener_01Mono · 44.1 kHz · 2.5 s · 62.3 KB
Grass_Hit_Sweetener_02Mono · 44.1 kHz · 3 s · 98.5 KB
Layer 3
Volume -6 dB
Block_Hit_WeightMono · 44.1 kHz · 0.5 s · 10 KB
Technical details
- Event ID
- SFX_Sand_Hit
- Game File
- Server/Audio/SoundEvents/BlockSounds/Sand/SFX_Sand_Hit.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 4 BlocksInherited
- Maximum hearing distance
- 15 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 50Inherited
- Interruption prevented
- Yes
- Audio category
- AudioCat_BlockSounds (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_QuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 0.38 s · 12.9 KB
Used by
Change history
Present since at least 0.6.6 (earliest available build)
Builds before 0.6.6 are unavailable, so earlier changes are unknown.
0.7.012/10/2026
- Layer 2: Random volume (minimum) changed from -6 dB to -2 dB
- Layer 2: Volume from +4 dB to 0 dB