#This is the frequency to use for the vibration events. Defaults to 7. frequency = 7 #This is the threshold for when a weak vibration is transmitted (triggers warden and sculk sensors). Defaults to 6. weakVibrationThreshold = 6.0 #This is the threshold for when a strong vibration is transmitted (triggers shriekers without a sensor). Defaults to 12. strongVibrationThreshold = 12.0 #This is the duration (in ticks) before a vibration signal can be sent again. Defaults to 20. cooldownDuration = 20 #This is the range (in ticks) that volume peaks are gathered. Defaults to 20. peakDuration = 20 #These are the restrictions that may influence the outcome of the vibrations resulting from voice chat. [restrictions] #This is the range after which players can no longer be heard for frequency modulation. Defaults to 1000. groups = false #If true, whispering will change the volume by the specified (whisperFactor) amount. Defaults to true. whispering = true #This is the factor by how much whispering will reduce noise, with 0 completely silencing the audio and 1 being unaffected. Defaults to 0.8. whisperFactor = 0.8 #If true, sneaking will change the volume by the specified (sneakFactor) amount. Defaults to true. sneaking = true #This is the factor by how much sneaking will reduce noise, with 0 completely silencing the audio and 1 being unaffected. Defaults to 0.7. sneakFactor = 0.7 #These are the configurations with the warden. [warden] #This is the gap in loudness required for the warden to completely switch targets to the louder person. loudnessFactor = 0.8 #This is how long (in ticks) the warden remembers the loudness of the loudest player. loudnessRemembrance = 300