Staff Flame Fireball Impact
Sound Event · 1.29 s – 1.61 s · 1 layer · 5 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 -2 dB · Random Pitch -2 … +2 st
Staff_Flame_Fireball_Impact_01Mono · 48 kHz · 1.61 s · 19.3 KB
Staff_Flame_Fireball_Impact_02Mono · 48 kHz · 1.29 s · 15.6 KB
Staff_Flame_Fireball_Impact_03Mono · 48 kHz · 1.6 s · 19.1 KB
Staff_Flame_Fireball_Impact_04Mono · 48 kHz · 1.6 s · 19.4 KB
Staff_Flame_Fireball_Impact_05Mono · 48 kHz · 1.6 s · 19.5 KB
Technical details
- Event ID
- SFX_Staff_Flame_Fireball_Impact
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Staff/Flame/SFX_Staff_Flame_Fireball_Impact.json
- Event volume
- +2 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_Magic_Staff (0 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 · 1.61 s · 19.3 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
- Random volume (minimum) changed from -1 dB to 0 dB
- Volume from 0 dB to -2 dB