+++ /dev/null
-# Enables/Disables all sound effects\r
-enabled=true\r
-# Affects how quiet a sound gets based on distance\r
-# Lower values mean distant sounds are louder\r
-# This setting requires you to be in singleplayer or having the mod installed on the server\r
-# 1.0 is the physically correct value\r
-attenuation_factor=1.0\r
-# The ray distance at which reverb starts\r
-# 0.0 disables reverb attenuation\r
-reverb_attenuation_distance=0.0\r
-# The volume of simulated reverberations\r
-reverb_gain=1.0\r
-# The brightness of reverberation\r
-# Higher values result in more high frequencies in reverberation\r
-# Lower values give a more muffled sound to the reverb\r
-reverb_brightness=1.0\r
-# The distance of reverb relative to the sound distance\r
-reverb_distance=1.5\r
-# The amount of sound that will be absorbed when traveling through blocks\r
-block_absorption=1.0\r
-# Higher values mean smaller objects won't be considered as occluding\r
-occlusion_variation=0.35\r
-# The default amount of sound reflectance energy for all blocks\r
-# Lower values result in more conservative reverb simulation with shorter reverb tails\r
-# Higher values result in more generous reverb simulation with higher reverb tails\r
-default_block_reflectivity=0.5\r
-# The default amount of occlusion for all blocks\r
-# Lower values will result in sounds being less muffled through walls\r
-# Higher values mean sounds will be not audible though thicker walls\r
-default_block_occlusion_factor=1.0\r
-# Minecraft won't allow sounds to play past a certain distance\r
-# This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play\r
-# This setting only takes affect in singleplayer worlds and when installed on the server\r
-sound_distance_allowance=4.0\r
-# A value controlling the amount that air absorbs high frequencies with distance\r
-# A value of 1.0 is physically correct for air with normal humidity and temperature\r
-# Higher values mean air will absorb more high frequencies with distance\r
-# 0 disables this effect\r
-air_absorption=1.0\r
-# How much sound is filtered when the player is underwater\r
-# 0.0 means no filter\r
-# 1.0 means fully filtered\r
-underwater_filter=0.9\r
-# Whether sounds like cave, nether or underwater ambient sounds should have sound physics\r
-evaluate_ambient_sounds=false\r
-# The number of rays to trace to determine reverberation for each sound source\r
-# More rays provides more consistent tracing results but takes more time to calculate\r
-# Decrease this value if you experience lag spikes when sounds play\r
-environment_evaluation_ray_count=32\r
-# The number of rays bounces to trace to determine reverberation for each sound source\r
-# More bounces provides more echo and sound ducting but takes more time to calculate\r
-# Decrease this value if you experience lag spikes when sounds play\r
-environment_evaluation_ray_bounces=4\r
-# If sound hits a non-full-square side, block occlusion is multiplied by this\r
-non_full_block_occlusion_factor=0.25\r
-# The maximum amount of rays to determine occlusion\r
-# Directly correlates to the amount of blocks between walls that are considered\r
-max_occlusion_rays=16\r
-# The amount at which occlusion is capped\r
-max_occlusion=64.0\r
-# If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9\r
-strict_occlusion=false\r
-# Whether to try calculating where the sound should come from based on reflections\r
-sound_direction_evaluation=true\r
-# Skip redirecting non-occluded sounds (the ones you can see directly)\r
-redirect_non_occluded_sounds=true\r
-# If music discs or other longer sounds should be frequently reevaluated\r
-update_moving_sounds=false\r
-# The interval in ticks that moving sounds are reevaluated\r
-# Lower values mean more frequent reevaluation but also more lag\r
-# This option only takes effect if update_moving_sounds is enabled\r
-sound_update_interval=5\r
-# The maximum distance a sound can be processed\r
-max_sound_processing_distance=512.0\r
-# Disable level clone and cache. This will fall back to original main thread access.\r
-# WARNING! Enabling this will cause instability and issues with other mods.\r
-unsafe_level_access=false\r
-# The radius of chunks to clone for level access\r
-level_clone_range=4\r
-# The maximum number of ticks to retain the cloned level in the cache\r
-level_clone_max_retain_ticks=20\r
-# The maximum distance a player can move from the cloned origin before invalidation\r
-level_clone_max_retain_block_distance=16\r
-# Enables debug logging\r
-debug_logging=false\r
-# Provides more information about occlusion in the logs\r
-occlusion_logging=false\r
-# Provides more information about the environment calculation in the logs\r
-environment_logging=false\r
-# Provides more information about how long computations take\r
-performance_logging=false\r
-# If enabled, the path of the sound will be rendered in game\r
-render_sound_bounces=false\r
-# If enabled, occlusion will be visualized in game\r
-render_occlusion=false\r
-# Enables/Disables sound effects for Simple Voice Chat audio\r
-simple_voice_chat_integration=true\r
-# Enables/Disables hearing your own echo with Simple Voice Chat\r
-simple_voice_chat_hear_self=false\r