# Configuration file debug { # Set to true to write simple debug info to the console. [default: false] B:Debug=false # You probably don't want to set this to true # unless you actually want to debug the mod. # It writes quite a lot in the console. [default: false] B:"High Output Debug"=false } filters { B:"Use Low Pass?"=true B:"Use Occluded Sounds (muting sounds behind solid walls)?"=true B:"Use Reverb?"=true } low_pass { # The amount of low pass that will be applied in lava. Lower is stronger. [range: 0.0 ~ 1.0, default: 0.2] S:"Lava Low Pass Amount"=0.2 # The multiplier for volume when you are in lava. Lower is quieter. [range: 0.0 ~ 1.0, default: 0.6] S:"Lava Low Pass Volume"=0.6 # Set to false to disable low pass filter in water and lava. [default: true] B:"Use Low Pass?"=true # The amount of low pass that will be applied in water. Lower is stronger. [range: 0.0 ~ 1.0, default: 0.4] S:"Water Low Pass Amount"=0.4 # The multiplier for volume when you are in water. Lower is quieter. [range: 0.0 ~ 1.0, default: 1.0] S:"Water Low Pass Volume"=1.0 } occlusion { # The percentage of occlusion you can get. You can lower this if you find # the occlusion to be too much or raise it for a more noticeable # effect. [range: 0.0 ~ Infinity, default: 1.0] S:"Occlusion Percent"=1.0 # Add new entries (each on a new line) in the format # -- to customize how much sound # they should absorb when they are between you and the sound source. # For the metadata, 16 means any metadata value. The amount is a # double, with 0.0 absorbing no sound (like air), and 1.0 being the normal # amount, and 2.0 being twice the normal amount. By default, wool has # entry wool-16-2.0 which is twice the normal sound absorbtion. [default: [wool-16-2.0]] S:"Specific block occlusion:" < wool-16-2.0 > # Set to false to disable low pass filter for sounds behind solid walls. # If you are getting lag, disabling this might help. [default: true] B:"Use Occluded Sounds (muting sounds behind solid walls)?"=true } reverb { # If this is true, when you're in an area that can see the sky, then # there will be less reverb. This is for aboveground areas with # lots of stone and such like extreme hills biomes. There still might # be some, but less then when the sky isn't visible. [default: true] B:"Do sky checks:"=true S:"Max Reverb"=1.0 # If you are getting lag, set this number lower. The higher it is, # the more realistic the reverb will be. [range: 0 ~ 2147483647, default: 1024] I:"Number of blocks reverb will check through:"=1024 # The percentage of reverb you can get. You can lower this if you find # the reverb to be too much (or raise it if you really want an # echo). [range: 0.0 ~ 2.0, default: 1.0] S:"Reverb Percent"=1.0 # Add values to this list (each on a new line) in the format # --, to change how the block # with that metadata absorbs or creates reverb. If the # metadata is 16, that means it will apply to any metadata value. # By default things like wool, snow, carpets, and plants absorb reverb # (value 0.0), things like wood and dirt are neutral (value 1.0), # and things like stone, metal, ice, and glass create reverb (value 2.0). # So if, say, you wanted to add pumpkins of any metadata to the blocks # that create reverb, you would put pumpkin-16-2.0 on a new line. [default: [soul_sand-16-2.0]] S:"Specific block reverb:" < soul_sand-16-2.0 > # Set to false to disable reverb. [default: true] B:"Use Reverb?"=true }