Staff Flame Flamethrower
Sound Event · Infinite loop · 2 layers · 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
Layer 1
Volume -3 dB · Random Volume -1 … 0 dB · Random Pitch -2 … +2 st
Staff_Flame_Flamethrower_Ignite_01Mono · 48 kHz · 2.64 s · 36.9 KB
Staff_Flame_Flamethrower_Ignite_02Mono · 48 kHz · 2.81 s · 31.4 KB
Staff_Flame_Flamethrower_Ignite_03Mono · 48 kHz · 2.2 s · 23.9 KB
Staff_Flame_Flamethrower_Ignite_04Mono · 48 kHz · 2.81 s · 28 KB
Layer 2
Volume -6 dB · Infinite loop · Random Volume -1 … 0 dB · Random Pitch -2 … +2 st
Staff_Flame_Flamethrower_Loop_01Mono · 48 kHz · 10.1 s · 100.8 KB
Technical details
- Event ID
- SFX_Staff_Flame_Flamethrower
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Staff/Flame/SFX_Staff_Flame_Flamethrower.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
- no
- 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 · 2.64 s · 36.9 KB
Used by
Items and blocks (1)
More game files and server code (1)
- Instances/The_DeepworksInstances/The_Deepworks/resources/TriggerVolumeData.jsonSoundEvent
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5