Skip to content
WeaponsStaffFlame

Staff Flame Trap Loop

Sound Event · Infinite loop · 1 layer · 1 variant

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 · Infinite loop · Random Volume -1 … 0 dB · Random Pitch -2 … +2 st

Staff_Flame_Trap_Loop_01Mono · 48 kHz · 9.6 s · 102.9 KB

0:000:09

Technical details

Event ID
SFX_Staff_Flame_Trap_Loop
Game File
Server/Audio/SoundEvents/SFX/Weapons/Staff/Flame/SFX_Staff_Flame_Trap_Loop.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
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 · 9.6 s · 102.9 KB

Used by

Change history

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

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