Sword T1 Block Local
Sound Event · 0.65 s – 0.86 s · 2 layers · 7 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 +1 dB · Random Volume -3 … 0 dB · Random Pitch -2 … +2 st
Sword_Block_Crude_Stereo_01Stereo · 48 kHz · 0.5 s · 10.2 KB
Sword_Block_Crude_Stereo_02Stereo · 48 kHz · 0.5 s · 10.5 KB
Sword_Block_Crude_Stereo_03Stereo · 48 kHz · 0.5 s · 10.3 KB
Layer 2
Volume -14 dB · Random Volume -5 … 0 dB · Random Pitch -2 … +5 st
Player_Clth_Foley_Swing_01Mono · 44.1 kHz · 0.74 s · 24.4 KB
Player_Clth_Foley_Swing_02Mono · 44.1 kHz · 0.65 s · 23.5 KB
Player_Clth_Foley_Swing_03Mono · 44.1 kHz · 0.68 s · 22.9 KB
Player_Clth_Foley_Swing_04Mono · 44.1 kHz · 0.86 s · 26.1 KB
Technical details
- Event ID
- SFX_Sword_T1_Block_Local
- Game File
- Server/Audio/SoundEvents/SFX/Weapons/Sword/SFX_Sword_T1_Block_Local.json
- Event volume
- 0 dB
- Event pitch
- 0 Halftones
- Attenuation starts at
- 2 Blocks
- Maximum hearing distance
- 16 Blocks
- Spatiality (Spatial Blend)
- 0.6
- Concurrent instances
- 50
- Interruption prevented
- Yes
- Audio category
- AudioCat_Sword (-6 dB) → AudioCat_Weapons (0 dB) → AudioCat_SFX (0 dB)
- Audio format
- Original Ogg Vorbis, Stereo · 48 kHz · 0.5 s · 10.2 KB
Used by
Items and blocks (1)
Change history
Present since at least 0.6.6 (earliest available build) · unchanged through 0.7.5