# 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 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=0.25 # 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 # 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