{
	// Enable reverb?
	"enabled": true,
	// Don't forget to make this true when you change the config
	"reloadReverb": false,
	"General": {
		/* Affects how quiet a sound gets based on distance. Lower values mean distant sounds are louder. 1.0 is the physically correct value.
		   0.2 - 1.0 or just don't set it to 0
		*/
		"attenuationFactor": 0.7,
		/* The global volume of simulated reverberations.
		   0.1 - 2.0
		*/
		"globalReverbGain": 1.1,
		/* The brightness of reverberation. Higher values result in more high frequencies in reverberation. Lower values give a more muffled sound to the reverb.
		   0.1 - 2.0
		*/
		"globalReverbBrightness": 1.0,
		/* The global amount of sound that will be absorbed when traveling through blocks.
		    0.1 - 4.0
		*/
		"globalBlockAbsorption": 0.8,
		/* The global amount of sound reflectance energy of 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.
		   0.1 - 4.0
		*/
		"globalBlockReflectance": 1.2,
		/* 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. Values too high can cause polyphony issues.
		   1.0 - 6.0
		*/
		"soundDistanceAllowance": 4.2,
		/* 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.
		   0.0 - 5.0
		*/
		"airAbsorption": 1.1,
		/* How much sound is filtered when the player is underwater. 0.0 means no filter. 1.0 means fully filtered.
		   0.0 - 1.0
		*/
		"underwaterFilter": 1.0
	},
	"Performance": {
		// If true, rain sound sources won't trace for sound occlusion. This can help performance during rain.
		"skipRainOcclusionTracing": 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.
		   8 - 64
		*/
		"environmentEvaluationRays": 256,
		/* 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. Capped by max distance.
		   4 - ?
		*/
		"environmentEvaluationRayBounces": 16,
		// If true, enables a simpler technique for determining when the player and a sound source share airspace. Might sometimes miss recognizing shared airspace, but it's faster to calculate.
		"simplerSharedAirspaceSimulation": false
	},
	"Material_Properties": {
		/* Sound reflectivity for blocks.
		   0.0 - 1.0
		*/
		"reflectivityMap": {
			"field_11528": 0.5,
			"field_27199": 0.5,
			"field_27198": 0.5,
			"field_11529": 1.2,
			"WOOD": 0.2,
			"field_11526": 0.3,
			"field_27197": 0.5,
			"field_27196": 0.1,
			"field_24121": 1.8,
			"field_22140": 0.2,
			"field_22141": 0.1,
			"field_24120": 1.6,
			"field_22142": 0.4,
			"field_22143": 1.6,
			"field_22144": 0.1,
			"field_22145": 0.35,
			"field_22146": 1.1,
			"field_22147": 0.1,
			"field_22148": 1.2,
			"field_21214": 0.01,
			"field_22149": 0.9,
			"ANVIL": 2.1,
			"field_17581": 0.1,
			"field_17580": 0.2,
			"GRASS": 0.25,
			"field_16498": 0.03,
			"WOOL": 0.01,
			"field_11535": 0.6,
			"field_11533": 2.4,
			"SAND": 0.3,
			"field_11534": 0.15,
			"SNOW": 0.02,
			"field_11537": 1.2,
			"field_11538": 0.1,
			"field_28116": 0.3,
			"field_23265": 1.0,
			"field_22138": 0.3,
			"field_22139": 0.6,
			"field_24119": 0.2,
			"METAL": 2.4,
			"field_11531": 2.1,
			"field_11532": 0.3,
			"field_29033": 1.9,
			"field_29034": 2.0,
			"field_11547": 0.2,
			"field_29035": 2.0,
			"field_11544": 1.7,
			"field_29036": 2.1,
			"field_28061": 1.5,
			"field_11545": 0.01,
			"field_11548": 0.02,
			"LADDER": 0.3,
			"field_28702": 0.3,
			"field_28427": 0.3,
			"GRAVEL": 1.5,
			"field_28701": 0.3,
			"field_28700": 0.8,
			"GLASS": 1.2,
			"field_11542": 0.3,
			"field_18852": 0.8,
			"field_11543": 0.01,
			"field_23083": 0.3,
			"field_28695": 0.3,
			"field_28694": 0.2,
			"field_23082": 0.3,
			"field_25183": 0.3,
			"field_28693": 0.3,
			".DEFAULT": 0.5,
			"field_22150": 1.5,
			"field_28692": 0.3,
			"field_28699": 0.3,
			"field_22151": 1.6,
			"field_27203": 1.4,
			"field_27202": 1.3,
			"field_22152": 0.6,
			"field_28698": 0.4,
			"field_27884": 0.01,
			"field_22153": 0.6,
			"field_27201": 0.3,
			"field_28697": 0.1,
			"field_28696": 0.1,
			"field_27200": 0.3,
			"field_22154": 0.4,
			"field_27204": 2.3,
			"field_17734": 0.2,
			"field_17579": 0.3,
			"field_28060": 1.8,
			"STONE": 1.7,
			"DEFAULT": 0.6
		}
	},
	"Vlads_Tweaks": {
		/* If sound hits non-full-square side, direct block occlusion is multiplied by this.
		   0.0 - 
		*/
		"leakyBlocksOcclusionMultiplier": 0.3,
		// The amount at which this is capped. 10 * block_occlusion is the theoretical limit
		"maxDirectOcclusionFromBlocks": 10.0,
		// Calculate direct occlusion as the minimum of 9 rays from vertices of a block
		"_9RayDirectOcclusion": true,
		// Whether to try calculating where the sound should come from based on reflections
		"soundDirectionEvaluation": true,
		/* Maximum direction variance of incoming reflections allowed to redirect sound
		   0.0-1.0
		*/
		"maxDirVariance": 1.0,
		// Skip redirecting non-occluded sounds (the ones you can see directly)
		"notOccludedNoRedirect": false
	},
	"Misc": {
		// General debug logging
		"debugLogging": false,
		// Occlusion tracing information logging
		"occlusionLogging": false,
		// Environment evaluation information logging
		"environmentLogging": false,
		// Performance information logging
		"performanceLogging": false,
		// Particles on traced blocks (structure_void is a block)
		"raytraceParticles": false
	},
	// Soft presets (preserve some settings). Press reloadReverb to apply. Presets: [DEFAULT, RESET_MATERIALS, SP1_0_SOUND_OCCLUSION, Thedocrubys_Fine_Tuned]. (LOAD_SUCCESS = null)
	"preset": "LOAD_SUCCESS"
}