#Build heavy TACZ client assets such as models and animation state machines on demand.
#Inventory items are pre-warmed in the background when possible.
#If a render needs an asset before warmup finishes, the render thread will wait for it once.
EnableLazyClientAssetLoad=true
[sound]
#Max active hit marker sounds for the same entity and sound id. 0 disables this limit.
# Default: 1
# Range: 0 ~ 128
HitSoundConcurrencyLimit=1
#Max active normal gun sounds for the same entity and sound id. 0 disables this limit.
# Default: 2
# Range: 0 ~ 128
DefaultSoundConcurrencyLimit=2
#Max active high-frequency gun sounds, such as shooting and animation keyframe sounds, for the same entity and sound id. 0 disables this limit.
# Default: 4
# Range: 0 ~ 128
HighFrequencySoundConcurrencyLimit=4
#Use a non-relative entity-tracking world sound source for first-person animation keyframe sounds. This can improve compatibility with physical sound mods, but may introduce slight stereo drift while moving.