Ambience
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This article is reproduced from Ambience on the Minecraft Wiki. Mirrored from revision 3725534. It is licensed CC BY-NC-SA 3.0 by the Minecraft Wiki contributors — not under the Codex’s CC BY-SA 4.0, and it may not be used commercially. Edits belong upstream, not here.
- Environmental ambience
- Cave ambience
- Underwater ambience
- Nether ambience
- Basalt deltas
- Crimson forest
- Nether wastes
- Soul sand valley
- Warped forest
- Mood algorithm
- Block ambience
- Creaking heart
- Dead bush
- Dry grass
- Open eyeblossom
- Firefly bush
- Pale hanging moss
- Poplar leaves
- Sand
- Videos
- History
- Java Edition
- Bedrock Edition
- Legacy Console Edition
- Mood algorithm
- Issues
- Trivia
- See also
- References
- Navigation
Reason: a lot of quite different sounds are grouped together on this page simply because of what their purpose is, despite their causation and circumstances being quite different
Ambience (also called ambience sounds or ambient noises) are sounds that can be heard in specific conditions. There is environmental ambience which can play in specific environments, and block ambience which is produced by certain blocks.
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" sliders in Java Edition, or separately by changing the "Environmental audio" or "Block audio" sliders respectively in Bedrock Edition.
Environmental ambience
Environmental ambience refers to sounds that play based on the player's presence in specific environments.
Apart from cave ambience, environment ambience sounds are not described in the subtitles. Cave ambience subtitles can be disabled in Bedrock Edition.
Cave ambience
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
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
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
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 [Java Edition only], but unused |
N/A | N/A | N/A | N/A | Loop additions | |
| Basalt deltas active 2 [Java Edition only], but unused |
N/A | N/A | N/A | N/A | ||
| Basalt deltas active 3 [Java Edition only], but unused |
N/A | N/A | N/A | N/A | ||
| Basalt deltas active 4 [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 [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
| 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
| 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 [Java Edition only] |
1.0 | 1.0 | 16 | 20% | ||
Soul sand valley
| 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
| 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 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | Mood | |
| Warped forest creak 2 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | ||
| Warped forest creak 3 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | ||
| Warped forest creak 4 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | ||
| Warped forest creak 5 [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 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | ||
| Warped forest mood 6 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | ||
| Warped forest mood 7 [Java Edition only] |
1.0 | 1.0 | 16 | 8.33% | ||
| Warped forest mood 8 [Java Edition only], but unused[2] |
N/A | N/A | N/A | N/A | ||
| Warped forest mood 9 [Java Edition only], but unused[2] |
N/A | N/A | N/A | N/A | ||
Mood algorithm
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 client tick. It involves selecting a random block within a 17×17×17 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.
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
Block ambience describes sounds emitted by blocks sporadically, generally under additional conditions.
Creaking heart
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
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
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
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
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
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
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.
The ambient sounds emitted can be heard from up to 12 blocks.
| Sounds | ||||
|---|---|---|---|---|
| Name | Sound | Volume | Pitch | Attenuation distance |
| Ambient 1 | 4.0 | 1.0 | 16 | |
| Ambient 2 | 4.0 | 1.0 | 16 | |
| Ambient 3 | 4.0 | 1.0 | 16 | |
| Ambient 4 | 4.0 | 1.0 | 16 | |
| Ambient 5 | 4.0 | 1.0 | 16 | |
| Ambient 6 | 4.0 | 1.0 | 16 | |
| Ambient 7 | 4.0 | 1.0 | 16 | |
| Ambient 8 | 4.0 | 1.0 | 16 | |
| Ambient 9 | 4.0 | 1.0 | 16 | |
| Ambient 10 | 4.0 | 1.0 | 16 | |
| Ambient 11 | 4.0 | 1.0 | 16 | |
| Ambient 12 | 4.0 | 1.0 | 16 | |
| Ambient 13 | 4.0 | 1.0 | 16 | |
| Ambient 14 | 4.0 | 1.0 | 16 | |
| Ambient 15 | 4.0 | 1.0 | 16 | |
| Ambient 16 | 4.0 | 1.0 | 16 | |
| Ambient 17 | 4.0 | 1.0 | 16 | |
| Ambient 18 | 4.0 | 1.0 | 16 | |
| Ambient 19 | 4.0 | 1.0 | 16 | |
| Ambient 20 | 4.0 | 1.0 | 16 | |
| Ambient 21 | 4.0 | 1.0 | 16 | |
| Ambient 22 | 4.0 | 1.0 | 16 | |
| Ambient 23 | 4.0 | 1.0 | 16 | |
| Ambient 24 | 4.0 | 1.0 | 16 | |
| Wind 1 | 2.0 | 1.0 | 16 | |
| Wind 2 | 2.0 | 1.0 | 16 | |
| Wind 3 | 2.0 | 1.0 | 16 | |
Sand
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
History
Java Edition
| Java Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v1.0.3 | Added 13 different cave ambient sounds. | ||||||
| Java Edition | |||||||
| 1.2.1 | 12w07a | Ambience now works in multiplayer. | |||||
| Cave Ambience was known to play only in 3×3×3 spaces or larger, but it's been heard playing in spaces of smaller size. | |||||||
| 1.9 | 15w43a | Added cave sound 14. | |||||
| 1.10 | pre2 | Added cave sounds 15 and 16. | |||||
| 1.12 | 17w13a | Added cave sounds 17 and 18. | |||||
| 1.13 | 18w02a | Added cave sound 19. | |||||
| 18w10a | Added 22 different underwater ambient sounds. | ||||||
| 1.16 | 20w10a | Added 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 0.8× to 1.0× the base pitch. | |||||||
| 20w12a | There 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. | ||||||
| 20w15a | Added 31 new ambient sounds for the basalt deltas. 9 more ambient sounds are reused. | ||||||
| 1.21 | 24w19a | Added cave sounds 20, 21, 22 and 23. | |||||
| 1.21.2 Experiment | 24w40a | Added creaking hearts and their ambient sounds. | |||||
| Added pale hanging moss and their ambient sounds. | |||||||
| 1.21.4 | 24w44a | Added eyeblossoms and their ambient sounds. | |||||
| 1.21.5 | 25w05a | Sand, red sand and terracotta now emit ambient sounds. | |||||
| Dead bushes now emit ambient sounds. | |||||||
| 25w06a | Firefly bushes now emit ambient sounds. | ||||||
| 1.21.6 | 25w15a | Ambient 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 | |||||||
| 26.3 | snap1 | Added poplar leaves, which come with a set of ambience sounds. | |||||
| snap3 | Added new poplar leaves abmient sounds: ambient 16 and ambient 20 to 24. | ||||||
| Changed the poplar leaves wind sounds (from to ). | |||||||
Bedrock Edition
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.16.0 | beta 1.16.0.57 | Added cave and mood nether ambience. | |||||
| beta 1.16.0.59 | The frequency of cave and nether ambience has been tweaked. | ||||||
| 1.16.210 | beta 1.16.210.50 | Added more nether ambience for the nether wastes, crimson forest, warped forest, basalt delta and soul sand valley. | |||||
| 1.21.0 | Preview 1.21.0.23 | Added cave sounds 20, 21, 22 and 23. | |||||
| 1.21.50 | Preview 1.21.50.20 | Added creaking hearts and their ambient sounds. | |||||
| Added pale hanging moss and their ambient sounds. | |||||||
| 1.21.50 | Preview 1.21.50.25 | Increased the frequency of creaking heart's ambience sounds. | |||||
| Increased the frequency of pale hanging moss ambience sounds. | |||||||
| 1.21.50 | Preview 1.21.50.26 | Eyeblossoms now emit ambient sounds. | |||||
| 1.21.50 | Preview 1.21.50.28 | Adjusted the frequency of creaking heart's ambience sounds to better align with Java Edition. | |||||
| 1.21.70 Experiment | Preview 1.21.70.20 | Sand, red sand and terracotta now emit ambient sounds. | |||||
| Dead bushes now emit ambient sounds. | |||||||
| 1.21.70 Experiment | Preview 1.21.70.22 | Firefly bushes now emit ambient sounds. | |||||
| 1.21.90 | Preview 1.21.90.21 | Ambient 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. | |||||||
| 1.21.120 | Preview 1.21.120.24 | Added underwater ambience. | |||||
| 26.40 Experiment | Preview 26.40.27 | Added poplar leaves, which come with a set of ambience sounds. | |||||
| Preview 26.40.30 | Added new poplar leaves ambient sounds: ambient 16 and ambient 20 to 24. | ||||||
| Upcoming Bedrock Edition | |||||||
| 26.50 | Preview 26.50.22 | All features from the "Drop 3 of 2026" experiment have been fully implemented. | |||||
Legacy Console Edition
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU12 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added 13 different cave ambient sounds. |
| TU25 | CU14 | 1.17 | 1.17 | 1.17 | Added an option to disable or enable ambient cave sounds. | ||
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Added cave sounds 15 and 16. | |
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Added cave sound 14. | |
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Added cave sounds 17 and 18. |
| TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Added cave sound 19. | ||
Mood algorithm

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
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

- When "Cave 14" is put into a spectrogram, you see a creeper face. Samuel Åberg 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 Bedrock Edition. 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.
- In the End, despite the fact that the End doesn't have its own set of ambient sounds are not yet introduced in separate ambience sounds in that dimension, the Overworld cave ambience mood-based sounds could be played in the End.[5]
See also
References
- ↑ MC-189847
- ↑ a b MC-176201
- ↑ MC-277969 – Eyeblossom idle sounds use the wrong subtitles – resolved as "Works As Intended".
- ↑ "HOW MINECRAFT SOUNDS ARE MADE" – Minecraft on YouTube, August 3, 2024
- ↑ MC-189847
Navigation
Sources
- Ambience — Minecraft Wiki, CC BY-NC-SA 3.0, revision 3725534.