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BlocksWisp Lamp

Wisp Lamp 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 -19 dB · Infinite loop · Random Volume -4 … 0 dB · Random Pitch -2 … +2 st

Kweebec_Lantern_Loop_01Mono · 48 kHz · 6.29 s · 57.2 KB

0:000:06

Technical details

Event ID
SFX_Wisp_Lamp_Loop
Game File
Server/Audio/SoundEvents/BlockSounds/Wisp_Lamp/SFX_Wisp_Lamp_Loop.json
Event volume
0 dB
Event pitch
0 HalftonesInherited
Attenuation starts at
2 BlocksInherited
Maximum hearing distance
10 BlocksInherited
Spatiality (Spatial Blend)
0.6Inherited
Concurrent instances
50Inherited
Interruption prevented
no
Audio category
AudioCat_Ambient (0 dB)
Inherits from
SFX_Attn_VeryQuietMigrated: Pitch, StartAttenuationDistance, MaxDistance, SpatialBlend, MaxInstance, PreventSoundInterruption
Audio format
Original Ogg Vorbis, Mono · 48 kHz · 6.29 s · 57.2 KB

Used by

Change history

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

Wisp Lamp Loop — Hytale Sound Database | ZAP-Hosting