
#Low Pass Filter Settings
[lowPass]
	################################################################################
	#Set to false to disable low pass filter in water and lava.
	useLowPass = true

#Low Pass Filter Settings - Water
[lowPassWater]
	################################################################################
	#The multiplier for volume when you are in water. Lower is quieter.
	#Range: 0.0 ~ 1.0
	waterLowPassVolume = 1.0
	################################################################################
	#The multiplier for volume when you are in water for high frequencies.
	#Lower is less high frequency sound.
	#Range: 0.0 ~ 1.0
	waterLowPassHighFrequencyVolume = 0.4

#Low Pass Filter Settings - Lava
[lowPassLava]
	################################################################################
	#The multiplier for volume when you are in lava. Lower is quieter.
	#Range: 0.0 ~ 1.0
	lavaLowPassVolume = 0.6
	################################################################################
	#The multiplier for volume when you are in lava for high frequencies.
	#Lower is less high frequency sound.
	#Range: 0.0 ~ 1.0
	lavaLowPassHighFrequencyVolume = 0.2

#Occlusion Filter Settings
[occlusion]
	################################################################################
	#Set to false to disable low pass filter for sounds behind solid walls.
	#If you are getting lag, disabling this might help.
	useOcclusion = true
	################################################################################
	#The multiplier per block for occlusion. You can lower this if you
	#find the occlusion to be too much or raise it for a more noticeable
	#effect.
	#Range: 0.0 ~ 1.0
	occlusionMultiplier = 0.1
	################################################################################
	#The maximum percent sound can be occluded behind a wall.
	#Range: 0.0 ~ 1.0
	occlusionMaximum = 0.98
	################################################################################
	#Add new entries separated by commas in the format
	#"<reverb double> <block>"
	#where <block> can be either a block tag or id the format
	#<block id>[<state (optional)>]{<nbt tag (optional>}
	#to customize how much sound the block should absorb when it is between you and the
	#sound source. It should be in the same format as in the setblock command. 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 and sponge
	#have 2.0 which is twice the normal sound absorption.
	blockSpecificOcclusion = ["2.0 #minecraft:wool", "2.0 minecraft:sponge", "2.0 minecraft:wet_sponge"]

#Reverb Filter Settings
[reverb]
	################################################################################
	#Set to false to disable reverb.
	useReverb = true
	################################################################################
	#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
	reverbPercent = 1.0
	################################################################################
	#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 like extreme hills biomes. There still might
	#be some reverb, but less then when the sky isn't visible.
	doSkyChecks = true
	################################################################################
	#If you are getting lag, set this number lower. The higher it is,
	#the more realistic the reverb will be.
	#Range: > 0
	numberOfBlocksReverbWillCheckThrough = 1024
	################################################################################
	#Add new entries separated by commas in the format
	#"<reverb amount> <block>"
	#where <block> can be either a block tag or id the format
	#<block id>[<state (optional)>]{<nbt tag (optional>}to customize how specific blocks absorb or create reverb.
	#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).
	#The state and tag are optional. It should be in the same format as in
	#the setblock command. For instance, making snowy grass increase reverb
	#would be '2.0 grass_block[snowy=true]'.
	blockSpecificReverb = [""]
	################################################################################
	#Add new entries separated by commas in the format
	#"<reverb percent> <dimension id>"
	#to customize how much ambient reverb a specific dimension has.
	#The reverb percent should be between 0.0 and 1.0. By default the
	#nether has 1.0, meaning full reverb without any special blocks.
	dimensionSpecificReverb = ["1.0 minecraft:the_nether"]

#Advanced Reverb Filter Settings - You can edit these if you know what you are
#doing. You can even edit them if you don't know what you are doing, and just
#want to experiment. =)
#For more info about what all these things are, look starting at the bottom of page
#101 on https://kcat.strangesoft.net/misc-downloads/Effects%20Extension%20Guide.pdf
[reverbAdvanced]
	#Range: 0.0 ~ 1.0
	density = 0.2
	#Range: 0.0 ~ 1.0
	diffusion = 0.6
	#Range: 0.0 ~ 1.0
	gain = 0.15
	#Range: 0.0 ~ 1.0
	gainHF = 0.8
	#Range: 0.1 ~ 20.0
	decayTimeMinimum = 0.1
	#Range: 0.1 ~ 20.0
	decayHFRatio = 0.7
	#Range: 0.892 ~ 1.0
	airAbsorptionGainHF = 0.99
	#Range: 0.0 ~ 1.58
	reflectionsGainBase = 0.05
	#Range: 0.0 ~ 1.58
	reflectionsGainMultiplier = 0.05
	#Range: 0.0 ~ 0.3
	reflectionsDelayMultiplier = 0.025
	#Range: 0.0 ~ 5.0
	lateReverbGainBase = 1.26
	#Range: 0.0 ~ 5.0
	lateReverbGainMultiplier = 0.1
	#Range: 0.0 ~ 0.1
	lateReverbDelayMultiplier = 0.01

