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
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