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WeaponsStaffFlame

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

0:000:02

Staff_Flame_Flamethrower_Ignite_02Mono · 48 kHz · 2.81 s · 31.4 KB

0:000:02

Staff_Flame_Flamethrower_Ignite_03Mono · 48 kHz · 2.2 s · 23.9 KB

0:000:02

Staff_Flame_Flamethrower_Ignite_04Mono · 48 kHz · 2.81 s · 28 KB

0:000:02

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

0:000:10

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

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

Staff Flame Flamethrower — Hytale Sound Database | ZAP-Hosting