[general]

# Accepts only non-negative values.
; framerate = 60

# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
# new as of 0.6.0 autosens of low values (dynamic range)
; autosens = 1

# Manual sensitivity in %. If autosens is enabled, this will only be the initial value.
# 200 means double height. Accepts only non-negative values.
; sensitivity = 100

# The number of bars (0-512). 0 sets it to auto (fill up console).
# Bars' width and space between bars in number of characters.
# For SDL width and space between bars is in pixels, defaults are:
; bars = 0
; bar_width = 2
; bar_spacing = 1
# bar_height is only used for output in "noritake" format
; bar_height = 32


# Lower and higher cutoff frequencies for lowest and highest bars
# the bandwidth of the visualizer.
# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
# Cava will automatically increase the higher cutoff if a too low band is specified.
; lower_cutoff_freq = 50
; higher_cutoff_freq = 10000


# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
; sleep_timer = 0


[input]

# Audio capturing method. Possible methods are: 'fifo', 'portaudio', 'pipewire', 'alsa', 'pulse', 'sndio', 'oss' or 'shmem'
# Defaults to 'oss', 'sndio', 'pipewire', 'pulse', 'alsa', 'portaudio' or 'fifo', in that order, dependent on what support cava was built with.
# On Mac it defaults to 'portaudio' or 'fifo'
# On windows this is automatic and no input settings are needed.
#
# All input methods uses the same config variable 'source'
# to define where it should get the audio.
#
# For pulseaudio and pipewire 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
#
# For pipewire 'source' will be the object name or object.serial of the device to capture from.
# Both input and output devices are supported.
#
# For alsa 'source' will be the capture device.
# For fifo 'source' will be the path to fifo-file.
# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
#
# For sndio 'source' will be a monitor sub-device, e.g. 'snd/0.monitor'. Default: 'default', in which case a device
# should be specified with the environment variable AUDIODEVICE, e.g. on the commandline: AUDIODEVICE=snd/0.monitor cava.
#
# For oss 'source' will be the path to a audio device, e.g. '/dev/dsp2'. Default: '/dev/dsp', i.e. the default audio device.
# README.md contains further information on how to setup CAVA for OSS on FreeBSD.
#
method = pipewire
source = auto

# The sample rate and format can be configured for some input methods. Currently
# the following methods support such a configuration: 'fifo', 'pipewire' and 'oss'.
# Other methods ignore these settings.
#
# For 'oss' they are only preferred values, i.e. if the values are not supported
# by the chosen audio device, the device will use other supported values instead.
# Example: 48000 and 32, but the device only supports 44100 and 16, then it will
# use 44100 and 16.
#
; sample_rate = 44100
; sample_bits = 16

[output]

# Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake', 'sdl'
# or 'sdl_glsl'.
# 'noncurses' (default) uses a buffer and cursor movements to only print
# changes from frame to frame in the terminal. Uses less resources and is less
# prone to tearing (vsync issues) than 'ncurses'.
#
# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
# stream of the bar heights that can be used to send to other applications.
# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
#
# 'noritake' outputs a bitmap in the format expected by a Noritake VFD display
#  in graphic mode. It only support the 3000 series graphical VFDs for now.
#
# 'sdl' uses the Simple DirectMedia Layer to render in a graphical context.
# 'sdl_glsl' uses SDL to create an OpenGL context. Write your own shaders or
# use one of the predefined ones.
; method = noncurses

# Orientation of the visualization. Can be 'bottom', 'top', 'left' or 'right'.
# Default is 'bottom'. Other orientations are only supported on sdl and ncruses
# output. Note: many fonts have weird glyphs for 'top' and 'right' characters,
# which can make ncurses not look right.
; orientation = bottom

# Visual channels. Can be 'stereo' or 'mono'.
# 'stereo' mirrors both channels with low frequencies in center.
# 'mono' outputs left to right lowest to highest frequencies.
# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
# set 'reverse' to 1 to display frequencies the other way around.
; channels = stereo
; mono_option = average
; reverse = 0

# Raw output target. A fifo will be created if target does not exist.
; raw_target = /dev/stdout

# Raw data format. Can be 'binary' or 'ascii'.
; data_format = binary

# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
; bit_format = 16bit

# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
; ascii_max_range = 1000

# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
; bar_delimiter = 59
; frame_delimiter = 10

# sdl window size and position. -1,-1 is centered.
; sdl_width = 1000
; sdl_height = 500
; sdl_x = -1
; sdl_y= -1
; sdl_full_screen = 0

# set label on bars on the x-axis. Can be 'frequency' or 'none'. Default: 'none'
# 'frequency' displays the lower cut off frequency of the bar above.
# Only supported on ncurses and noncurses output.
; xaxis = none

# enable alacritty synchronized updates. 1 = on, 0 = off
# removes flickering in alacritty terminal emulator.
# defaults to off since the behaviour in other terminal emulators is unknown
; alacritty_sync = 0

# Shaders for sdl_glsl, located in $HOME/.config/cava/shaders
; vertex_shader = pass_through.vert
; fragment_shader = bar_spectrum.frag

; for glsl output mode, keep rendering even if no audio
; continuous_rendering = 0

# disable console blank (screen saver) in tty
# (Not supported on FreeBSD)
; disable_blanking = 0

[color]

# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
# ncurses output method and a terminal that can change color definitions such as Gnome-terminal or rxvt.
# if supported, ncurses mode will be forced on if user defined colors are used.
# default is to keep current terminal color
; background = default
; foreground = default

# SDL only support hex code colors, these are the default:
; background = '#111111'
; foreground = '#33cccc'


# Gradient mode, only hex defined colors (and thereby ncurses mode) are supported,
# background must also be defined in hex  or remain commented out. 1 = on, 0 = off.
# You can define as many as 8 different colors. They range from bottom to top of screen
gradient = 1
gradient_count = 8
{% if theme == 'nord' %}
gradient_color_1 = '{{ colors.purple }}'
gradient_color_2 = '{{ colors.blue }}'
gradient_color_3 = '{{ colors.cyan }}'
gradient_color_4 = '{{ colors.teal }}'
gradient_color_5 = '{{ colors.green }}'
gradient_color_6 = '{{ colors.yellow }}'
gradient_color_7 = '{{ colors.orange }}'
gradient_color_8 = '{{ colors.red }}'
{% elif theme == 'onedark' %}
gradient_color_1 = '{{ colors.violet }}'
gradient_color_2 = '{{ colors.blue }}'
gradient_color_3 = '{{ colors.cyan }}'
gradient_color_4 = '{{ colors.green }}'
gradient_color_5 = '{{ colors.yellow }}'
gradient_color_6 = '{{ colors.orange }}'
gradient_color_7 = '{{ colors.red }}'
gradient_color_8 = '{{ colors.dark_red }}'
{% endif %}



[smoothing]

# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
; monstercat = 0
; waves = 0

# Noise reduction, float 0 - 1. default 0.77
# the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth
# 1 will be very slow and smooth, 0 will be fast but noisy.
; noise_reduction = 0.77


[eq]

# This one is tricky. You can have as much keys as you want.
# Remember to uncomment more then one key! More keys = more precision.
# Look at readme.md on github for further explanations and examples.
1 = 2 # bass
2 = 2
3 = 1 # midtone
4 = 1
5 = 0.5 # treble
