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AIR/WATER/LAVA and modded volume media support density, speed of sound, eight-band attenuation, impedance boundaries, Snell/Fermat refraction, partial/flowing fluid surfaces and heterogeneous CPU FDTD.
Vanilla projectile flight emitters, source profiles, Doppler and finite medium-aware first-arrival delay run through the ordinary Minecraft -> Paulscode -> Mixin -> Acoustic Shaders path.
Transactional Acoustic Shader directory/ZIP hot reload and Resource Pack acoustic material/media/source overlays preserve the last-good runtime on invalid edits.
CUDA and OpenCL ray/FDTD backends include first-use CPU equivalence validation and safe fallback.
Generated default material/source data provides broad vanilla/modded compatibility while remaining overrideable by Resource Packs.
Release validation covers 54 headless + 39 advanced regressions, six Reference profiles, Java-8 bytecode/API fencing, real-SRG/Forge contracts, real EntityTippedArrow and TNT AIR/WATER/LAVA gameplay, physical CUDA-FDTD, physical Windows audio/software-wet output and the final human perceptual double-onset check.