X-Git-Url: https://gitweb.ps.run/packwiz/blobdiff_plain/80194dfea42a212c27f443cae45f9229b81b9743..08af78edc150c8fd965f5ed76572c321249eb82e:/config/sound_physics_remastered/soundphysics.properties diff --git a/config/sound_physics_remastered/soundphysics.properties b/config/sound_physics_remastered/soundphysics.properties deleted file mode 100644 index ca5ead9..0000000 --- a/config/sound_physics_remastered/soundphysics.properties +++ /dev/null @@ -1,99 +0,0 @@ -# Enables/Disables all sound effects -enabled=true -# Affects how quiet a sound gets based on distance -# Lower values mean distant sounds are louder -# This setting requires you to be in singleplayer or having the mod installed on the server -# 1.0 is the physically correct value -attenuation_factor=1.0 -# The ray distance at which reverb starts -# 0.0 disables reverb attenuation -reverb_attenuation_distance=0.0 -# The volume of simulated reverberations -reverb_gain=1.0 -# The brightness of reverberation -# Higher values result in more high frequencies in reverberation -# Lower values give a more muffled sound to the reverb -reverb_brightness=1.0 -# The distance of reverb relative to the sound distance -reverb_distance=1.5 -# The amount of sound that will be absorbed when traveling through blocks -block_absorption=1.0 -# Higher values mean smaller objects won't be considered as occluding -occlusion_variation=0.35 -# The default amount of sound reflectance energy for all blocks -# Lower values result in more conservative reverb simulation with shorter reverb tails -# Higher values result in more generous reverb simulation with higher reverb tails -default_block_reflectivity=0.5 -# The default amount of occlusion for all blocks -# Lower values will result in sounds being less muffled through walls -# Higher values mean sounds will be not audible though thicker walls -default_block_occlusion_factor=1.0 -# Minecraft won't allow sounds to play past a certain distance -# This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play -# This setting only takes affect in singleplayer worlds and when installed on the server -sound_distance_allowance=4.0 -# A value controlling the amount that air absorbs high frequencies with distance -# A value of 1.0 is physically correct for air with normal humidity and temperature -# Higher values mean air will absorb more high frequencies with distance -# 0 disables this effect -air_absorption=1.0 -# How much sound is filtered when the player is underwater -# 0.0 means no filter -# 1.0 means fully filtered -underwater_filter=0.9 -# Whether sounds like cave, nether or underwater ambient sounds should have sound physics -evaluate_ambient_sounds=false -# The number of rays to trace to determine reverberation for each sound source -# More rays provides more consistent tracing results but takes more time to calculate -# Decrease this value if you experience lag spikes when sounds play -environment_evaluation_ray_count=32 -# The number of rays bounces to trace to determine reverberation for each sound source -# More bounces provides more echo and sound ducting but takes more time to calculate -# Decrease this value if you experience lag spikes when sounds play -environment_evaluation_ray_bounces=4 -# If sound hits a non-full-square side, block occlusion is multiplied by this -non_full_block_occlusion_factor=0.25 -# The maximum amount of rays to determine occlusion -# Directly correlates to the amount of blocks between walls that are considered -max_occlusion_rays=16 -# The amount at which occlusion is capped -max_occlusion=64.0 -# If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9 -strict_occlusion=false -# Whether to try calculating where the sound should come from based on reflections -sound_direction_evaluation=true -# Skip redirecting non-occluded sounds (the ones you can see directly) -redirect_non_occluded_sounds=true -# If music discs or other longer sounds should be frequently reevaluated -update_moving_sounds=false -# The interval in ticks that moving sounds are reevaluated -# Lower values mean more frequent reevaluation but also more lag -# This option only takes effect if update_moving_sounds is enabled -sound_update_interval=5 -# The maximum distance a sound can be processed -max_sound_processing_distance=512.0 -# Disable level clone and cache. This will fall back to original main thread access. -# WARNING! Enabling this will cause instability and issues with other mods. -unsafe_level_access=false -# The radius of chunks to clone for level access -level_clone_range=4 -# The maximum number of ticks to retain the cloned level in the cache -level_clone_max_retain_ticks=20 -# The maximum distance a player can move from the cloned origin before invalidation -level_clone_max_retain_block_distance=16 -# Enables debug logging -debug_logging=false -# Provides more information about occlusion in the logs -occlusion_logging=false -# Provides more information about the environment calculation in the logs -environment_logging=false -# Provides more information about how long computations take -performance_logging=false -# If enabled, the path of the sound will be rendered in game -render_sound_bounces=false -# If enabled, occlusion will be visualized in game -render_occlusion=false -# Enables/Disables sound effects for Simple Voice Chat audio -simple_voice_chat_integration=true -# Enables/Disables hearing your own echo with Simple Voice Chat -simple_voice_chat_hear_self=false