Stamina Potion Success
Sound Event · 3.46 s · 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
Weapon_Charge_Swing_Heavy_01Mono · 44.1 kHz · 3.46 s · 51.2 KB
Technical details
- Event ID
- SFX_Stamina_Potion_Success
- Game File
- Server/Audio/SoundEvents/SFX/Items/Consumables/SFX_Stamina_Potion_Success.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
- Yes
- Audio category
- AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_ModerateMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, AudioCategory
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 3.46 s · 51.2 KB
Used by
Items and blocks (5)
Greater Stamina Potion
Potion_Stamina_Greater
- Secondary action · World sound (audible to everyone) · About an effect
Large Stamina Potion
Potion_Stamina_Large
- Secondary action · World sound (audible to everyone) · About an effect
Lesser Stamina Potion
Potion_Stamina_Lesser
- Secondary action · World sound (audible to everyone) · About an effect
Small Stamina Potion
Potion_Stamina_Small
- Secondary action · World sound (audible to everyone) · About an effect
Stamina Potion
Potion_Stamina
- Secondary action · World sound (audible to everyone) · About an effect
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5