Skip to content
WeaponsStaffFlame

Staff Flame Trap Despawn

Sound Event · 3.68 s – 3.75 s · 1 layer · 4 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 0 dB · Random Volume -1 … 0 dB · Random Pitch -2 … +2 st

Staff_Flame_Trap_Despawn_01Mono · 48 kHz · 3.68 s · 29.3 KB

0:000:03

Staff_Flame_Trap_Despawn_02Mono · 48 kHz · 3.75 s · 31.5 KB

0:000:03

Staff_Flame_Trap_Despawn_03Mono · 48 kHz · 3.71 s · 30.6 KB

0:000:03

Staff_Flame_Trap_Despawn_04Mono · 48 kHz · 3.75 s · 30.5 KB

0:000:03

Technical details

Event ID
SFX_Staff_Flame_Trap_Despawn
Game File
Server/Audio/SoundEvents/SFX/Weapons/Staff/Flame/SFX_Staff_Flame_Trap_Despawn.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 · 3.68 s · 29.3 KB

Used by

Change history

Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5

Staff Flame Trap Despawn — Hytale Sound Database | ZAP-Hosting