mirror of
https://github.com/xHyroM/aetheria.git
synced 2024-11-10 01:58:06 +01:00
94 lines
4.7 KiB
Properties
94 lines
4.7 KiB
Properties
# 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
|