1 # Enables/Disables all sound effects
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3 # Affects how quiet a sound gets based on distance
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4 # Lower values mean distant sounds are louder
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5 # This setting requires you to be in singleplayer or having the mod installed on the server
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6 # 1.0 is the physically correct value
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7 attenuation_factor=1.0
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8 # The ray distance at which reverb starts
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9 # 0.0 disables reverb attenuation
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10 reverb_attenuation_distance=0.0
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11 # The volume of simulated reverberations
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13 # The brightness of reverberation
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14 # Higher values result in more high frequencies in reverberation
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15 # Lower values give a more muffled sound to the reverb
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16 reverb_brightness=1.0
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17 # The distance of reverb relative to the sound distance
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19 # The amount of sound that will be absorbed when traveling through blocks
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20 block_absorption=1.0
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21 # Higher values mean smaller objects won't be considered as occluding
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22 occlusion_variation=0.35
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23 # The default amount of sound reflectance energy for all blocks
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24 # Lower values result in more conservative reverb simulation with shorter reverb tails
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25 # Higher values result in more generous reverb simulation with higher reverb tails
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26 default_block_reflectivity=0.5
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27 # The default amount of occlusion for all blocks
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28 # Lower values will result in sounds being less muffled through walls
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29 # Higher values mean sounds will be not audible though thicker walls
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30 default_block_occlusion_factor=1.0
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31 # Minecraft won't allow sounds to play past a certain distance
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32 # This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play
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33 # This setting only takes affect in singleplayer worlds and when installed on the server
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34 sound_distance_allowance=4.0
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35 # A value controlling the amount that air absorbs high frequencies with distance
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36 # A value of 1.0 is physically correct for air with normal humidity and temperature
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37 # Higher values mean air will absorb more high frequencies with distance
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38 # 0 disables this effect
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40 # How much sound is filtered when the player is underwater
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41 # 0.0 means no filter
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42 # 1.0 means fully filtered
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43 underwater_filter=0.9
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44 # Whether sounds like cave, nether or underwater ambient sounds should have sound physics
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45 evaluate_ambient_sounds=false
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46 # The number of rays to trace to determine reverberation for each sound source
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47 # More rays provides more consistent tracing results but takes more time to calculate
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48 # Decrease this value if you experience lag spikes when sounds play
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49 environment_evaluation_ray_count=32
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50 # The number of rays bounces to trace to determine reverberation for each sound source
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51 # More bounces provides more echo and sound ducting but takes more time to calculate
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52 # Decrease this value if you experience lag spikes when sounds play
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53 environment_evaluation_ray_bounces=4
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54 # If sound hits a non-full-square side, block occlusion is multiplied by this
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55 non_full_block_occlusion_factor=0.25
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56 # The maximum amount of rays to determine occlusion
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57 # Directly correlates to the amount of blocks between walls that are considered
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58 max_occlusion_rays=16
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59 # The amount at which occlusion is capped
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61 # If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9
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62 strict_occlusion=false
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63 # Whether to try calculating where the sound should come from based on reflections
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64 sound_direction_evaluation=true
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65 # Skip redirecting non-occluded sounds (the ones you can see directly)
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66 redirect_non_occluded_sounds=true
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67 # If music discs or other longer sounds should be frequently reevaluated
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68 update_moving_sounds=false
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69 # The interval in ticks that moving sounds are reevaluated
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70 # Lower values mean more frequent reevaluation but also more lag
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71 # This option only takes effect if update_moving_sounds is enabled
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72 sound_update_interval=5
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73 # The maximum distance a sound can be processed
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74 max_sound_processing_distance=512.0
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75 # Disable level clone and cache. This will fall back to original main thread access.
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76 # WARNING! Enabling this will cause instability and issues with other mods.
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77 unsafe_level_access=false
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78 # The radius of chunks to clone for level access
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80 # The maximum number of ticks to retain the cloned level in the cache
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81 level_clone_max_retain_ticks=20
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82 # The maximum distance a player can move from the cloned origin before invalidation
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83 level_clone_max_retain_block_distance=16
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84 # Enables debug logging
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86 # Provides more information about occlusion in the logs
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87 occlusion_logging=false
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88 # Provides more information about the environment calculation in the logs
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89 environment_logging=false
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90 # Provides more information about how long computations take
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91 performance_logging=false
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92 # If enabled, the path of the sound will be rendered in game
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93 render_sound_bounces=false
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94 # If enabled, occlusion will be visualized in game
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95 render_occlusion=false
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96 # Enables/Disables sound effects for Simple Voice Chat audio
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97 simple_voice_chat_integration=true
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98 # Enables/Disables hearing your own echo with Simple Voice Chat
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99 simple_voice_chat_hear_self=false
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