{
  "cloth_config.sound_physics_remastered.settings": "物理声效设置",

  "cloth_config.sound_physics_remastered.category.general": "一般",
  "cloth_config.sound_physics_remastered.category.performance": "性能",
  "cloth_config.sound_physics_remastered.category.reflectivity": "方块反射率",
  "cloth_config.sound_physics_remastered.category.occlusion": "方块阻挡因素",
  "cloth_config.sound_physics_remastered.category.debug": "调试",

  "cloth_config.sound_physics_remastered.enabled": "启用物理声效",
  "cloth_config.sound_physics_remastered.enabled.description": "启用/禁用所有音效。",
  "cloth_config.sound_physics_remastered.simple_voice_chat_integration": "简单的语音聊天集成",
  "cloth_config.sound_physics_remastered.simple_voice_chat_integration.description": "启用/禁用简单语音聊天音频的音效。",
  "cloth_config.sound_physics_remastered.simple_voice_chat_hear_self": "听得到自己的说话声",
  "cloth_config.sound_physics_remastered.simple_voice_chat_hear_self.description": "启用/禁用简单语音聊天时听到自己的回声。",
  "cloth_config.sound_physics_remastered.attenuation_factor": "衰减系数",
  "cloth_config.sound_physics_remastered.attenuation_factor.description": "根据距离影响声音的安静程度。数值越小，远处的声音就越大。此设置要求您在单人游戏中或服务器上安装了此模组。1.0 是物理上正确的值。",
  "cloth_config.sound_physics_remastered.reverb_gain": "混响增益",
  "cloth_config.sound_physics_remastered.reverb_gain.description": "模拟混响的音量。",
  "cloth_config.sound_physics_remastered.reverb_brightness": "混响亮度",
  "cloth_config.sound_physics_remastered.reverb_brightness.description": "混响的亮度。数值越大，混响中的高频越多。数值越小，混响的声音越闷。",
  "cloth_config.sound_physics_remastered.block_absorption": "方块吸收",
  "cloth_config.sound_physics_remastered.block_absorption.description": "声音穿过块时被吸收的量",
  "cloth_config.sound_physics_remastered.occlusion_variation": "遮挡半变",
  "cloth_config.sound_physics_remastered.occlusion_variation.description": "数值越大，意味着较小的物体不会被视为遮挡。",
  "cloth_config.sound_physics_remastered.default_block_reflectivity": "默认方块反射率",
  "cloth_config.sound_physics_remastered.default_block_reflectivity.description": "所有声块的声音反射能量的默认值。数值越小，混响模拟越保守，混响尾音越短。数值越大，混响模拟越宽松，混响尾音越高。",
  "cloth_config.sound_physics_remastered.default_block_occlusion_factor": "默认方块阻挡因数",
  "cloth_config.sound_physics_remastered.default_block_occlusion_factor.description": "所有区块的默认阻挡量。数值越小，声音穿过墙壁时的消音效果越小。数值越大，声音穿过较厚的墙壁时就越模糊。",
  "cloth_config.sound_physics_remastered.sound_distance_allowance": "声音距离增加",
  "cloth_config.sound_physics_remastered.sound_distance_allowance.description": "Minecraft 与不允许声音播放超过一定距离。该参数是一个乘数，用于计算允许音源实际播放的距离。此设置只在单人世界和安装在服务器上时有效。",
  "cloth_config.sound_physics_remastered.air_absorption": "空气吸收",
  "cloth_config.sound_physics_remastered.air_absorption.description": "一个控制空气随距离吸收高频量的数值。对于湿度和温度正常的空气来说，1.0 的值是物理上正确的。数值越大，表示空气会随着距离的增加吸收更多的高频。0 则不起作用。",
  "cloth_config.sound_physics_remastered.underwater_filter": "水下吸收",
  "cloth_config.sound_physics_remastered.underwater_filter.description": "播放器在水下时的声音吸收量。0.0 表示不吸收。1.0 表示完全吸收",
  "cloth_config.sound_physics_remastered.sound_blacklist_regex": "声音黑名单字符串",
  "cloth_config.sound_physics_remastered.sound_blacklist_regex.description": "该字符串应用于所有正在播放的声音。如果匹配，则不会对声音应用任何特效。",

  "cloth_config.sound_physics_remastered.environment_evaluation_ray_count": "环境评估射线计数",
  "cloth_config.sound_physics_remastered.environment_evaluation_ray_count.description": "为确定每个声源的混响而跟踪的射线数量。射线越多，跟踪结果越一致，但计算时间也越长。如果声音有延迟，请减少此值。",
  "cloth_config.sound_physics_remastered.environment_evaluation_ray_bounces": "环境评估射线反弹",
  "cloth_config.sound_physics_remastered.environment_evaluation_ray_bounces.description": "为确定每个声源的混响而跟踪的射线反弹次数。反弹次数越多，回声和声音管道越多，但计算时间也越长。如果声音有延迟，请减少此值。",
  "cloth_config.sound_physics_remastered.non_full_block_occlusion_factor": "非完全方块阻挡因子",
  "cloth_config.sound_physics_remastered.non_full_block_occlusion_factor.description": "如果声音撞击到非全方形的一面，阻塞闭塞度将乘以这一数值。",
  "cloth_config.sound_physics_remastered.max_occlusion_rays": "最大阻挡射线",
  "cloth_config.sound_physics_remastered.max_occlusion_rays.description": "用于确定闭塞的最大射线量。与考虑的墙体之间的块数直接相关。",
  "cloth_config.sound_physics_remastered.max_occlusion": "最大阻挡",
  "cloth_config.sound_physics_remastered.max_occlusion.description": "阻挡的上限。",
  "cloth_config.sound_physics_remastered.strict_occlusion": "严格阻挡",
  "cloth_config.sound_physics_remastered.strict_occlusion.description": "如果启用，阻挡计算只使用声源和聆听者之间的一条路径，而不是 9 条路径。",
  "cloth_config.sound_physics_remastered.sound_direction_evaluation": "声音方向评估",
  "cloth_config.sound_physics_remastered.sound_direction_evaluation.description": "是否尝试根据反射计算声音的来源。",
  "cloth_config.sound_physics_remastered.redirect_non_occluded_sounds": "重定向非闭塞声音",
  "cloth_config.sound_physics_remastered.redirect_non_occluded_sounds.description": "跳过重定向非遮挡声音（您可以直接看到的声音）。",
  "cloth_config.sound_physics_remastered.update_moving_sounds": "更新移动声音",
  "cloth_config.sound_physics_remastered.update_moving_sounds.description": "如果音乐光盘或其他较长的声音应该经常重新评估",
  "cloth_config.sound_physics_remastered.sound_update_interval": "声音更新间隔",
  "cloth_config.sound_physics_remastered.sound_update_interval.description": "重新评估移动声音的间隔（以刻度为单位）。较低的值意味着更频繁的重新评估，但也意味着更多的滞后。此选项仅在启用'更新移动声音'时生效。",

  "cloth_config.sound_physics_remastered.debug_logging": "调试日志",
  "cloth_config.sound_physics_remastered.debug_logging.description": "启用调试日志记录。",
  "cloth_config.sound_physics_remastered.occlusion_logging": "遮挡记录",
  "cloth_config.sound_physics_remastered.occlusion_logging.description": "提供有关日志中遮挡的更多信息。",
  "cloth_config.sound_physics_remastered.environment_logging": "环境记录",
  "cloth_config.sound_physics_remastered.environment_logging.description": "在日志中提供有关环境计算的更多信息。",
  "cloth_config.sound_physics_remastered.performance_logging": "性能记录",
  "cloth_config.sound_physics_remastered.performance_logging.description": "提供有关计算需要多长时间的更多信息。",
  "cloth_config.sound_physics_remastered.render_sound_bounces": "渲染声音反弹",
  "cloth_config.sound_physics_remastered.render_sound_bounces.description": "如果启用，声音的路径将在游戏中渲染。",
  "cloth_config.sound_physics_remastered.render_occlusion": "渲染遮挡",
  "cloth_config.sound_physics_remastered.render_occlusion.description": "如果启用，遮挡将在游戏中可视化。",
  "modmenu.descriptionTranslation.sound_physics_remastered": "为通过方块的声音提供逼真的衰减、混响和吸收效果。"
}