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Ambience

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For the ambient-genre music that plays in-game, see Music.

Ambience (also called ambience sounds or ambient noises) are sounds that can be heard in specific conditions. Ambience is divided into 2 groups: environmental ambience and block ambience.

All ambience sounds can be played using the /playsound command. The volume of environmental and block ambient sounds can be changed together through the sound settings by changing the "Ambient/Environment"β€Œ[Java Edition only] or separately by changing the "Environmental audio" or "Block audio" sliders respectivelyβ€Œ[Bedrock Edition only]. However, certain other sounds are also affected by the settings, such as those made by firework rockets or placed and destroyed blocks.

Environmental ambience

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Environmental ambience refers to sounds that play based on the player's presence in specific environments.

In Java Edition, apart from cave ambience, environment ambience sounds are not described in the subtitles.

Cave ambience

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Cave ambience (also known as cave sounds, or eerie noises according to the subtitles) are sounds that occasionally play when the player is underground or in a dark area, based on the mood algorithm. These sounds can play in both the Overworld and in the End, but not in the Nether.[1]

The code name for cave ambience is ambient.cave. There are 23 different cave ambience sounds in total.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Cave 1 1.0 1.0 16
Cave 2
Cave 3
Cave 4
Cave 5
Cave 6
Cave 7
Cave 8
Cave 9
Cave 10
Cave 11
Cave 12
Cave 13
Cave 14
Cave 15
Cave 16
Cave 17
Cave 18
Cave 19
Cave 20
Cave 21
Cave 22
Cave 23

Underwater ambience

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Underwater ambience plays while the player's head is underwater. It can be heard within a body of water of any size and in any dimension.

Underwater ambience is divided into 4 groups that all play independently of each other:

Name ID Description
Loop ambient.underwater.loop Plays in an endless loop
Loop additions ambient.underwater.loop.additions Plays commonly (90% chance)
Rare loop additions ambient.underwater.loop.additions.rare Plays uncommonly (9% chance)
Ultra rare loop additions ambient.underwater.loop.additions.ultra_rare Plays rarely (1% chance)

There are 22 different underwater ambience sounds in total.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Group
Underwater ambience 0.65 1.0 16 Loop
Bubbles 1 1.0 1.0 16 Loop additions
Bubbles 2 1.0 1.0 16
Bubbles 3 1.0 1.0 16
Bubbles 4 1.0 1.0 16
Bubbles 5 1.0 1.0 16
Bubbles 6 1.0 1.0 16
Water 1 1.0 1.0 16
Water 2 1.0 1.0 16
Animal 1 1.0 1.0 16 Rare loop additions
Bass whale 1 0.45 1.0 16
Bass whale 2 0.5 1.0 16
Crackles 1 0.7 1.0 16
Crackles 2 1.0 1.0 16
Driplets 1 0.5 1.0 16
Driplets 2 0.5 1.0 16
Earth crack 1.0 1.0 16
Animal 2 1.0 1.0 16 Ultra rare loop additions
Dark 1 1.0 1.0 16
Dark 2 0.7 1.0 16
Dark 3 1.0 1.0 16
Dark 4 1.0 1.0 16

Nether ambience

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Nether ambience plays while the player is in the Nether. Each of the five biomes has its own unique ambience.

Nether ambience is divided into 3 groups that all play independently of each other:

Name ID Description
Loop ambient.<biome>.loop Plays in an endless loop
Loop additions ambient.<biome>.loop.additions Plays commonly
Mood ambient.<biome>.mood Plays based on the mood algorithm

There are 126 different Nether ambience sounds in total.

Basalt deltas

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Basalt deltas share their mood sounds with the Nether wastes.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Chance Group
Basalt deltas ambience 0.5 1 16 100% Loop
Basalt deltas active 1
β€Œ[Java Edition only], but unused
N/A N/A N/A N/A Loop additions
Basalt deltas active 2
β€Œ[Java Edition only], but unused
N/A N/A N/A N/A
Basalt deltas active 3
β€Œ[Java Edition only], but unused
N/A N/A N/A N/A
Basalt deltas active 4
β€Œ[Java Edition only], but unused
N/A N/A N/A N/A
Basalt deltas basalt ground 1 0.55 1.0 16 1.74%
Basalt deltas basalt ground 2 0.55 1.0 16 1.74%
Basalt deltas basalt ground 3 0.55 1.0 16 1.74%
Basalt deltas basalt ground 4
β€Œ[Java Edition only], but unused
N/A N/A N/A N/A
Basalt deltas click 1 0.19 1.0 16 3.48%
Basalt deltas click 2 0.19 1.0 16 3.48%
Basalt deltas click 3 0.19 1.0 16 3.48%
Basalt deltas click 4 0.25 1.0 16 3.48%
Basalt deltas click 5 0.25 1.0 16 3.48%
Basalt deltas click 6 0.01 1.0 16 3.48%
Basalt deltas click 7 0.01 1.0 16 4.36%
Basalt deltas click 8 0.01 1.0 16 4.36%
Basalt deltas debris 1 0.35 1.0 16 6.97%
Basalt deltas debris 2 0.35 1.0 16 6.97%
Basalt deltas debris 3 0.35 1.0 16 6.97%
Basalt deltas heavy click 1 0.25 1.0 16 3.48%
Basalt deltas heavy click 2 0.25 1.0 16 3.48%
Basalt deltas long debris 1 0.35 1.0 16 6.97%
Basalt deltas long debris 2 0.35 1.0 16 6.97%
Basalt deltas plode 1 0.5 1.0 16 1.74%
Basalt deltas plode 2 0.5 1.0 16 1.74%
Basalt deltas plode 3 0.5 1.0 16 1.74%
Basalt deltas twist 1 0.66 1.0 16 0.17%
Basalt deltas twist 2 0.66 1.0 16 0.17%
Basalt deltas twist 3 0.77 1.0 16 0.17%
Basalt deltas twist 4 0.66 1.0 16 0.17%
Soulsand valley wind 1 0.3 1.0 16 4.36%
Soulsand valley wind 2 0.25 1.0 16 4.36%
Soulsand valley wind 3 0.25 1.0 16 4.36%
Soulsand valley wind 4 0.3 1.0 16 4.36%

Crimson forest

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Sounds 
Name Sound Volume Pitch Attenuation
distance
Chance Group
Crimson forest ambience 0.74 1.0 16 100% Loop
Crimson forest addition 1 0.4 1.0 16 1.92% Loop additions
Crimson forest addition 2 0.5 1.0 16 1.92%
Crimson forest addition 3 0.32 1.0 16 1.92%
Crimson forest particles 1 0.4 1.0 16 22.44%
Crimson forest particles 2 0.4 1.0 16 22.44%
Crimson forest particles 3 0.4 1.0 16 22.44%
Crimson forest shine 1 0.1 0.5 16 3.85%
Crimson forest shine 2 0.1 0.5 16 3.85%
Crimson forest shine 3 0.1 0.5 16 3.85%
Crimson forest shroom 1 0.25 1.0 16 1.28%
Crimson forest shroom 2 0.25 1.0 16 1.28%
Crimson forest shroom 3 0.25 1.0 16 1.28%
Crimson forest twang 1 0.25 1.0 16 1.28%
Crimson forest voom 1 0.7 1.0 16 2.56%
0.7 0.8 16 2.56%
Crimson forest voom 2 0.7 1.0 16 2.56%
0.7 0.8 16 2.56%
Crimson forest mood 1 1.0 1.0 16 25% Mood
Crimson forest mood 2 1.0 1.0 16 25%
Crimson forest mood 3 1.0 1.0 16 25%
Crimson forest mood 4 1.0 1.0 16 25%

Nether wastes

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Sounds 
Name Sound Volume Pitch Attenuation
distance
Chance Group
Nether wastes ambience 0.77 1.0 16 100% Loop
Nether wastes addition 1 0.3 1.0 16 3.13% Loop additions
Nether wastes addition 2 0.3 1.0 16 3.13%
Nether wastes addition 3 0.1 1.0 16 3.13%
Nether wastes addition 4 0.67 1.0 16 15.63%
Nether wastes addition 5 0.3 1.0 16 3.13%
Nether wastes addition 6 0.3 1.0 16 3.13%
Nether wastes addition 7 0.3 1.0 16 3.13%
Nether wastes addition 8 0.67 1.0 16 15.63%
Nether wastes dark 1 0.9 1.0 16 15.63%
Nether wastes dark 2 0.9 1.0 16 15.63%
Nether wastes ground 1 0.25 1.0 16 9.38%
Nether wastes ground 2 0.4 1.0 16 3.13%
Nether wastes ground 3 0.4 1.0 16 3.13%
Nether wastes ground 4 0.4 1.0 16 3.13%
Nether wastes mood 1 1.0 1.0 16 20% Mood
Nether wastes mood 2 1.0 1.0 16 20%
Nether wastes mood 3 1.0 1.0 16 20%
Nether wastes mood 4 1.0 1.0 16 20%
Nether wastes mood 5
β€Œ[Java Edition only]
1.0 1.0 16 20%

Soul sand valley

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Sounds 
Name Sound Volume Pitch Attenuation
distance
Chance Group
Soulsand valley ambience 0.85 1.0 16 100% Loop
Soulsand valley sand 1 0.2 1.0 16 7.67% Loop additions
Soulsand valley sand 2 0.2 1.0 16 7.67%
Soulsand valley sand 3 0.4 1.0 16 0.61%
Soulsand valley voices 1 0.4 1.0 16 1.53%
Soulsand valley voices 2 0.4 1.0 16 1.53%
Soulsand valley voices 3 0.4 1.0 16 1.53%
Soulsand valley voices 4 0.8 1.0 16 1.53%
Soulsand valley voices 5 0.4 1.0 16 1.53%
0.15 0.7 16 1.53%
Soulsand valley whisper 1 0.9 1.0 16 1.53%
Soulsand valley whisper 2 0.9 1.0 16 1.53%
Soulsand valley whisper 3 0.9 1.0 16 1.53%
Soulsand valley whisper 4 0.9 1.0 16 1.53%
Soulsand valley whisper 5 0.9 1.0 16 1.53%
Soulsand valley whisper 6 0.9 1.0 16 1.53%
Soulsand valley whisper 7 0.9 1.0 16 1.53%
Soulsand valley whisper 8 1.0 1.0 16 1.53%
Soulsand valley wind 1 0.3 1.0 16 7.67%
0.3 0.75 16 7.67%
Soulsand valley wind 2 0.25 1.0 16 7.67%
0.3 0.75 16 7.67%
Soulsand valley wind 3 0.25 1.0 16 7.67%
0.3 0.75 16 7.67%
Soulsand valley wind 4 0.3 1.0 16 7.67%
0.3 0.75 16 7.67%
Soulsand valley with 1 0.6 1.0 16 1.23%
Soulsand valley mood 1 1.0 1.0 16 25% Mood
Soulsand valley mood 2 1.0 1.0 16 25%
Soulsand valley mood 3 1.0 1.0 16 25%
Soulsand valley mood 4 1.0 1.0 16 25%

Warped forest

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Sounds 
Name Sound Volume Pitch Attenuation
distance
Chance Group
Warped forest ambience 0.71 1.0 16 100% Loop
Crimson forest addition 1 0.3 1.0 16 0.57% Loop additions
Crimson forest particles 1 0.4 0.8 16 22.99%
Crimson forest particles 2 0.3 0.8 16 22.99%
Crimson forest particles 3 0.3 0.8 16 22.99%
Warped forest addition 1 0.06 0.8 16 1.72%
Warped forest addition 2 0.06 0.7 16 1.72%
Warped forest addition 3 0.06 0.1 16 1.72%
Warped forest addition 4 0.07 1.0 16 1.72%
Warped forest addition 5 0.07 1.0 16 1.72%
Warped forest addition 6 0.15 1.0 16 0.57%
Warped forest enish 1 0.1 1.0 16 5.75%
Warped forest enish 2 0.1 1.0 16 3.45%
Warped forest enish 3 0.07 1.0 16 3.45%
Warped forest help 1 0.2 1.0 16 0.57%
Warped forest help 2 0.2 1.0 16 0.57%
Warped forest here 1 0.1 1.0 16 1.15%
0.1 0.7 16 1.15%
Warped forest here 2 0.2 1.0 16 1.72%
0.2 0.7 16 1.72%
Warped forest here 3 0.2 1.0 16 1.72%
Warped forest creak 1
β€Œ[Java Edition only]
1.0 1.0 16 8.33% Mood
Warped forest creak 2
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest creak 3
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest creak 4
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest creak 5
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest mood 1 1.0 1.0 16 8.33%
Warped forest mood 2 1.0 1.0 16 8.33%
Warped forest mood 3 1.0 1.0 16 8.33%
Warped forest mood 4 1.0 1.0 16 8.33%
Warped forest mood 5
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest mood 6
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest mood 7
β€Œ[Java Edition only]
1.0 1.0 16 8.33%
Warped forest mood 8
β€Œ[Java Edition only], but unused[2]
N/A N/A N/A N/A
Warped forest mood 9
β€Œ[Java Edition only], but unused[2]
N/A N/A N/A N/A

Mood algorithm

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Cave ambience and Nether mood play based on "mood", a value ranging from 0 to 100. The mood increases when the player is in a dark place, and decreases otherwise. When the mood reaches 100%, one of the sounds plays and the mood resets back to 0%.

This process is updated every tick. It involves selecting a random block within a 17Γ—17Γ—17 area centered around the player's eye position and adjusting the mood accordingly:

  • If the block has sky light, the mood decreases by 1⁄1000 for each sky light level.
  • If the block has a block light level above 1, the mood decreases by (block light level - 1)⁄6000.
  • If the block has a block light level of 0, the mood increases by 1⁄6000.

This is the simplified algorithm for computing this value in pseudocode:

defupdateMood(mood):
 tickDelay = 6000
 maxLightLevel = 15
 block = select a random block in a 17Γ—17Γ—17 block cube centered around the player
 skyLight = block.getSkyLightLevel()

 if (skyLight > 0):
 mood = mood - (skyLight / maxLightLevel) * 0.015
 else:
 blockLight = block.getBlockLightLevel()
 mood = mood - (blockLight - 1) / tickDelay
 
 if (mood β‰₯ 1.0):
 player.playCaveAmbience()
 mood = 0.0
 else if (mood < 0):
 mood = 0.0

Players in complete darkness will hear cave ambience every 6000 ticks (or 5 minutes).

In Java Edition, the mood appears on the debug screen.

Block ambience

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Block ambience describes sounds emitted by blocks sporadically, generally under additional conditions.

Creaking heart

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Creaking hearts emit ambience sounds when active and surrounded by any types of logs, stripped logs, wood, or stripped wood in all 6 directions.

These sounds are referred to as "eerie sounds" in the subtitles.

The resource location for these sounds is block.creaking_heart.idle.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Idle 1 1.0 1.0 16
Idle 2 1.0 1.0 16
Idle 3 1.0 1.0 16
Idle 4 1.0 1.0 16

Dead bush

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Dead bushes emit ambient sounds when placed on top of 2 blocks of sand, red sand or terracotta.

These sounds are referred to as "dry sounds" in the subtitles.

The resource location for these sounds is block.deadbush.idle.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Bushrustle 1 4.0 1.0 16
Bushrustle 2 4.0 1.0 16
Bushrustle 3 4.0 1.0 16
Creaky sand 1 4.0 1.0 16
Crickets 4.0 1.0 16
Howling wind 1 4.0 1.0 16
Insect 1 4.0 1.0 16
Leaves 4.0 1.0 16
Moving sand 1 4.0 1.0 16
Moving sand 2 4.0 1.0 16
Moving sand 3 4.0 1.0 16

Dry grass

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Short dry grass and tall dry grass emit ambience sounds when placed on top of 2 blocks of sand, red sand or terracotta.

These sounds are referred to as "windy sounds" in the subtitles.

The resource location for these sounds is block.dry_grass.ambient.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Wind 1 1.0 1.0 16
Wind 2 1.0 1.0 16
Wind 3 1.0 1.0 16
Wind 4 1.0 1.0 16
Wind 5 1.0 1.0 16
Wind 6 1.0 1.0 16
Wind 7 1.0 1.0 16
Wind 8 1.0 1.0 16
Wind 9 1.0 1.0 16
Wind 10 1.0 1.0 16
Wind 11 1.0 1.0 16
Wind 12 1.0 1.0 16

Open Eyeblossom

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Open Eyeblossoms emit ambience sounds when placed on top of pale moss.

These sounds are referred to as "eerie noise" in the subtitles but as "eyeblossom whispers" in the Crowdin strings.[3]

The resource location for these sounds is block.eyeblossom.idle.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Idle 1 1.0 1.0 16
Idle 2 1.0 1.0 16
Idle 3 1.0 1.0 16
Idle 4 1.0 1.0 16
Idle 5 1.0 1.0 16
Idle 6 1.0 1.0 16

Firefly bush

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Firefly bushes emit ambience sounds at night (between 12600 and 23400 ticks) if no collidable blocks (excluding leaves) are placed above it.

These sounds are referred to as "fireflies buzz" in the subtitles.

The resource location for these sounds is block.firefly_bush.idle.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Bush 1 1.0 1.0 16
Bush 2 1.0 1.0 16
Bush 3 1.0 1.0 16
Bush 4 1.0 1.0 16
Bush 5 1.0 1.0 16
Bush 6 1.0 1.0 16
Bush 7 1.0 1.0 16
Bush 8 1.0 1.0 16
Bush 9 1.0 1.0 16
Bush 10 1.0 1.0 16
Bush 11 1.0 1.0 16

Pale hanging moss

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Pale hanging moss emit ambience sounds when attached to pale oak leaves or pale oak logs.

These sounds are referred to as "eerie noise" in the subtitles.

The resource location for these sounds is block.pale_hanging_moss.idle.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Moss 1 1.0 1.0 16
Moss 2 1.0 1.0 16
Moss 3 1.0 1.0 16
Moss 4 1.0 1.0 16
Moss 5 1.0 1.0 16
Moss 6 1.0 1.0 16
Moss 7 1.0 1.0 16
Moss 8 1.0 1.0 16
Moss 9 1.0 1.0 16
Moss 10 1.0 1.0 16
Moss 11 1.0 1.0 16
Moss 12 1.0 1.0 16
Moss 13 1.0 1.0 16
Moss 14 1.0 1.0 16
Moss 15 1.0 1.0 16

Poplar leaves

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This section describes content that is currently in development.
 
This content has appeared in development versions for Third Drop 2026, but the full update adding it has not been released yet.
This feature can only be accessed through the "Drop 3 of 2026" experiment in Bedrock Edition.

Red, orange, and yellow poplar leaves emit ambience sounds when attached to any log and next 3 similar type of leaves in its four horizontal directions.

The resource location for these sounds is block.poplar_leaves.ambient.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Ambient 1 1.0 1.0 16
Ambient 2 1.0 1.0 16
Ambient 3 1.0 1.0 16
Ambient 4 1.0 1.0 16
Ambient 5 1.0 1.0 16
Ambient 6 1.0 1.0 16
Ambient 7 1.0 1.0 16
Ambient 8 1.0 1.0 16
Ambient 9 1.0 1.0 16
Ambient 10 1.0 1.0 16
Ambient 11 1.0 1.0 16
Ambient 12 1.0 1.0 16
Ambient 13 1.0 1.0 16
Ambient 14 1.0 1.0 16
Ambient 15 1.0 1.0 16
Ambient 17 1.0 1.0 16
Ambient 18 1.0 1.0 16
Ambient 19 1.0 1.0 16
Wind 1 1.0 1.0 16
Wind 2 1.0 1.0 16
Wind 3 1.0 1.0 16

Sand and red sand emit ambience sounds when there is a sand or red sand block 8 blocks away in 3 of the 4 horizontal directions. There must also be 5 spaces above the sand that is either Air or some Non-solid blocks.

These sounds are referred to as "sandy sounds" in the subtitles.

The resource location for these sounds is block.sand.idle.

Sounds 
Name Sound Volume Pitch Attenuation
distance
Sand 1 4.0 1.0 16
Sand 2 4.0 1.0 16
Sand 3 4.0 1.0 16
Sand 4 4.0 1.0 16
Sand 5 4.0 1.0 16
Sand 6 4.0 1.0 16
Sand 7 4.0 1.0 16
Sand 8 4.0 1.0 16
Sand 9 4.0 1.0 16
Sand 10 4.0 1.0 16
Sand 11 4.0 1.0 16
Sand 12 4.0 1.0 16
Sand 13 4.0 1.0 16
Sand 14 4.0 1.0 16
Sand 15 4.0 1.0 16
Sand 16 4.0 1.0 16
Sand 17 4.0 1.0 16
Sand 18 4.0 1.0 16
Sand 19 4.0 1.0 16
Sand 20 4.0 1.0 16
Sand 21 4.0 1.0 16

Videos

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History

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Java Edition

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Java Edition Alpha
v1.0.3Added 13 different cave ambient sounds.
Java Edition
1.2.112w07aAmbience now works in multiplayer.
Cave Ambience was known to play only in 3Γ—3Γ—3 spaces or larger, but it's been heard playing in spaces of smaller size.
1.915w43aAdded cave sound 14.
1.10pre2Added cave sounds 15 and 16.
1.1217w13aAdded cave sounds 17 and 18.
1.1318w02aAdded cave sound 19.
18w10aAdded 22 different underwater ambient sounds.
1.1620w10aAdded 95 different nether ambient sounds for the nether wastes, crimson forest, warped forest, and soul sand valley.
Cave sounds can no longer be played at different pitches. Prior to this snapshot, Cave sounds could be heard at random pitches ranging from 0.8Γ— to 1.0Γ— the base pitch.
20w12aThere is now a new mood detection algorithm for cave ambience. Two factors increase the mood gradually: Being underground and being in low light levels. The mood works by increasing or decreasing the percentage between 0% and 100%, and when it reaches 100%, cave ambience plays. The percentage can be seen in the debug screen.
20w15aAdded 31 new ambient sounds for the basalt deltas. 9 more ambient sounds are reused.
1.2124w19aAdded cave sounds 20, 21, 22 and 23.
1.21.2
Experiment
Winter Drop
24w40aAdded creaking hearts and their ambient sounds.
Added pale hanging moss and their ambient sounds.
1.21.424w44aAdded eyeblossoms and their ambient sounds.
1.21.525w05aSand, red sand and terracotta now emit ambient sounds.
Dead bushes now emit ambient sounds.
25w06aFirefly bushes now emit ambient sounds.
1.21.625w15aAmbient sand sounds no longer require sky access to play
Ambient sand sounds now have a slightly decreased chance to play.
Terracotta blocks no longer trigger ambient sand sounds.
Sand blocks no longer trigger ambient wind sounds.
Terracotta blocks no longer trigger ambient wind sounds.
Short dry grass and tall dry grass can now trigger ambient wind sounds when above 2 sand, red sand or terracotta blocks.
Dead bush ambient sounds now have a slightly increased chance of playing.
Upcoming Java Edition
26.3snap1Added poplar leaves, which come with a set of ambience sounds.

Bedrock Edition

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Bedrock Edition
1.16.0beta 1.16.0.57Added cave and mood nether ambience.
beta 1.16.0.59The frequency of cave and nether ambience has been tweaked.
1.16.210beta 1.16.210.50Added more nether ambience for the nether wastes, crimson forest, warped forest, basalt delta and soul sand valley.
1.21.0Preview 1.21.0.23Added cave sounds 20, 21, 22 and 23.
1.21.50Preview 1.21.50.20Added creaking hearts and their ambient sounds.
Added pale hanging moss and their ambient sounds.
1.21.50Preview 1.21.50.25Increased the frequency of creaking heart's ambience sounds.
Increased the frequency of pale hanging moss ambience sounds.
1.21.50Preview 1.21.50.26Eyeblossoms now emit ambient sounds.
1.21.50Preview 1.21.50.28Adjusted the frequency of creaking heart's ambience sounds to better align with Java Edition.
1.21.70
Experiment
Drop 1 2025
Preview 1.21.70.20Sand, red sand and terracotta now emit ambient sounds.
Dead bushes now emit ambient sounds.
1.21.70
Experiment
Drop 1 2025
Preview 1.21.70.22Firefly bushes now emit ambient sounds.
1.21.90Preview 1.21.90.21Ambient sand sounds no longer require sky access to play
Ambient sand sounds now have a slightly decreased chance to play.
Terracotta blocks no longer trigger ambient sand sounds.
Sand blocks no longer trigger ambient wind sounds.
Terracotta blocks no longer trigger ambient wind sounds.
Short dry grass and tall dry grass can now trigger ambient wind sounds when above 2 sand, red sand or terracotta blocks.
Dead bush ambient sounds now have a slightly increased chance of playing.
1.21.120Preview 1.21.120.24Added underwater ambience.
Upcoming Bedrock Edition
26.40
Experiment
Drop 3 of 2026
Preview 26.40.27Added poplar leaves, which come with a set of ambience sounds.

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU12CU11.001.001.00Patch 11.0.1Added 13 different cave ambient sounds.
TU25CU141.171.171.17Added an option to disable or enable ambient cave sounds.
TU43CU331.361.361.36Patch 13Added cave sounds 15 and 16.
TU46CU361.381.381.38Patch 15Added cave sound 14.
TU54CU441.521.521.52Patch 241.0.4Added cave sounds 17 and 18.
TU69 1.761.761.76Patch 38 Added cave sound 19.

Mood algorithm

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πŸ‘ Image
A visual representation of all the blocks the game can pick. The armor stand depicts the player.

In Java Edition, prior to 20w12a, the mood algorithm worked differently.​[more information needed for Bedrock Edition]

Every 6000 to 18000 ticks (5 to 15 minutes), the game picked one of the following blocks (with the player's feet as the origin, i.e. ):

The game then checked these conditions:

  • If the block is different from the player's feet (i.e. ).
  • If the block is air.
  • If the sky light is 0.
  • If the block light is less than or equal to .

When all conditions were met, the game played a random cave ambience sound.

Issues

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Issues relating to "Ambience", "Cave ambience", "Underwater ambience", or "Nether ambience" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

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πŸ‘ Image
Cave 14 viewed in a spectrogram.
  • When "Cave 14" is put into a spectrogram, you see a creeper face. Samuel Γ…berg said that he made this sound with a spectrogram program.[4]
  • "Warped Forest Additions 1-5" are a mix of vanilla enderman sounds and those of the endermen from Minecraft Dungeons.
    • "Warped Forest Addition 6" is the sound of an enderman screaming, slowed down, and in reverse.
  • "Warped Forest Mood 9" is a slowed-down and reverberated idle sound of the witch.
  • All cave and Nether ambient sounds in Bedrock Edition can play at different pitches. In Java Edition, cave sounds stay at normal pitch, but some of the nether ambient sounds can play at different pitch. For example, "Warped Forest Help 1 and Help 2" sometimes play at 0.7X pitch.
  • In Bedrock Edition, all "enish" sounds play either at 0.2X pitch or 0.25X pitch instead of normal pitch. In Java Edition, these same sounds play at 0.5X pitch.

See also

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References

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  1. ↑ MC-189847
  2. ↑ a b MC-176201
  3. ↑ MC-277969 β€“ Eyeblossom idle sounds use the wrong subtitles β€“ resolved as "Works As Intended".
  4. ↑ "HOW MINECRAFT SOUNDS ARE MADE" – Minecraft on YouTube, August 3, 2024

Navigation

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