Window Break
Sound Event · 2.19 s – 2.43 s · 3 layers · 6 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 0 dB · Random Pitch -2 … +1.5 st
Wood_Break_01Mono · 44.1 kHz · 0.85 s · 26.5 KB
Layer 2
Volume 0 dB
Block_Break_Success_01Mono · 44.1 kHz · 0.3 s · 7.5 KB
Layer 3
Volume 0 dB · Random Pitch -1 … +1 st
Glass_Break_01Mono · 48 kHz · 2.36 s · 18.2 KB
Glass_Break_02Mono · 48 kHz · 2.43 s · 17.7 KB
Glass_Break_03Mono · 48 kHz · 2.3 s · 17 KB
Glass_Break_04Mono · 48 kHz · 2.19 s · 15.5 KB
Technical details
- Event ID
- SFX_Window_Break
- Game File
- Server/Audio/SoundEvents/BlockSounds/Window/SFX_Window_Break.json
- Event volume
- 0 dB
- Event pitch
- 0 HalftonesInherited
- Attenuation starts at
- 4 BlocksInherited
- Maximum hearing distance
- 15 BlocksInherited
- Spatiality (Spatial Blend)
- 0.6Inherited
- Concurrent instances
- 7
- Interruption prevented
- Yes
- Audio category
- AudioCat_BlockSounds (0 dB) → AudioCat_SFX (0 dB)
- Inherits from
- SFX_Attn_QuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend
- Audio format
- Original Ogg Vorbis, Mono · 44.1 kHz · 0.85 s · 26.5 KB
Used by
Change history
Present since at least 0.6.6 (earliest available build)
Builds before 0.6.6 are unavailable, so earlier changes are unknown.
0.7.012/10/2026
- Layer 1: Random volume (minimum) changed from -2 dB to 0 dB
- Layer 1: Volume from +2 dB to 0 dB
- Layer 2: Volume from +6 dB to 0 dB
- Layer 3: Random volume (minimum) changed from -1 dB to 0 dB
- Layer 3: Volume from +6 dB to 0 dB