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