Configuring Sound Physics Settings for Realistic Reverb and Wall Muffling
Sound Physics Remastered gives you a settings screen where you can shape how echoes, muffling, and distance behave. Everything below is adjusted through that interface; the mod is not used through crafting. Open the Sound Physics Settings screen to reach these options.
Turning Effects On and Off
The enabled toggle controls whether any of the mod's audio effects apply at all. Use it to switch everything off without losing your other settings.
If you use Simple Voice Chat, there are separate toggles for applying effects to that audio and for hearing your own echo through it.
Reverb Controls
Reverb is the echo you hear after a sound. Several settings shape it:
- Reverb volume sets how loud the simulated echoes are.
- Reverb brightness controls high-frequency content in the echoes. Raise it for sharper, brighter reverb; lower it for a duller, more muffled tail.
- Reverb distance sets how far the reverb sits relative to the original sound's distance.
- Reverb attenuation distance is the ray distance where reverb begins. Setting it to 0.0 turns reverb attenuation off.
Block Reflectivity and Occlusion
Two block-level values drive how the simulation treats surfaces:
- Default block reflectivity is the baseline energy blocks bounce back. Lower values give a more conservative simulation with shorter tails; higher values give a more generous one with longer tails.
- Default block occlusion factor is the baseline blocking value. Lower values mean walls muffle sound less; higher values mean thick walls can silence it.
- Block Reflectivities and Block Occlusion Factors let you tune individual blocks beyond those defaults.
- Non full block occlusion factor multiplies occlusion when sound strikes a side that isn't a full square.
- Occlusion variation — raising it means smaller objects stop counting as occluders.
Distance, Air, and Water
- Attenuation factor changes how quickly sound fades with distance. Lower values keep distant sounds louder. A value of 1.0 is the physically correct one. It needs singleplayer or a server running the mod.
- Sound distance allowance multiplies how far away a source may be and still play. Singleplayer or server-side only.
- Air absorption controls how much air soaks up high frequencies over distance. 1.0 matches normal humidity and temperature; higher values absorb more; 0 disables it.
- Underwater filtering sets how filtered audio sounds beneath water. 0.0 is no filter, 1.0 is fully filtered.
Performance and Tracing
- Environment evaluation ray count — how many rays are traced per source for reverb. More rays give steadier results but cost more; lower it if sounds cause lag spikes.
- Environment evaluation ray bounces — more bounces add echo and sound ducting at a higher calculation cost; lower it for the same reason.
- Maximum occlusion rays — caps the rays used for occlusion, which relates to how many blocks between walls are counted.
- Occlusion cap — the ceiling at which occlusion stops increasing.
- Simple occlusion — when on, only one path between source and listener is used instead of nine.
Direction, Updates, and Filtering
- Sound direction evaluation decides whether the game tries to place a sound based on its reflections.
- Redirect non occluded sounds skips redirection for sounds you can see directly.
- Update moving sounds makes long sounds like music discs get reevaluated repeatedly.
- Sound update interval sets, in ticks, how often that reevaluation happens. Lower means more frequent but heavier. It only applies when Update moving sounds is on.
- Evaluate ambient sounds controls whether cave, nether, and underwater ambience get physics treatment.
- Sound blacklist regex is matched against every sound played; matches receive no effects.
Debugging and Visualization
- Debug logging turns on debug output.
- Occlusion logging, Environment logging, and Performance logging add detail about occlusion, environment calculation, and computation times.
- Render sound bounces draws sound paths in the world.
- Visualize occlusion shows occlusion in game.
For anything bound to a key rather than a screen control, use the corresponding hotkey (set it in the controls menu).