Ambience
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 both environmental and block ambient sounds can be changed through the sound settings by changing the "Ambient/Environment" slider. However, this also affects some other sounds, such as those made by firework rockets.
Environmental ambience
Environmental ambience refers to sounds that play based on the player's presence in specific environments.
In Java Edition, apart from cave ambience, enviroment ambience sounds are not described in the subtitles.
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 |
---|
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 |
Rare loop additions | ambient.underwater.loop.additions.rare
|
Plays uncommonly |
Ultra rare loop additions | ambient.underwater.loop.additions.ultra_rare
|
Plays rarely |
There are 22 different underwater ambience sounds in total.
Sounds |
---|
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
Sounds |
---|
Crimson forest
Sounds |
---|
Nether wastes
Sounds |
---|
Soulsand valley
Sounds |
---|
Warped forest
Sounds |
---|
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 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.
This is the simplified algorithm for computing this value in pseudocode:
def updateMood(mood):
tickDelay = 6000
maxLightLevel = 15
block = select a random block in a 17×17×17 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 ≥ 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
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 |
---|
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 |
---|
Eyeblossom
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 |
---|
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 |
---|
Hanging pale moss
Hanging pale 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 |
---|
Sand
Sandy sounds
Sand, red sand and terracotta emit ambience sounds when there is a sand, red sand or terracotta block 8 blocks away in 3 of the 4 horizontal directions and are at the surface of the world.
These sounds are referred to as "sandy sounds" in the subtitles.
The resource location for these sounds is block.sand.idle
.
Sounds |
---|
Windy sounds
Sand, red sand and terracotta emit ambience sounds when there is a sand, red sand or terracotta block 8 blocks away in 3 of the 4 horizontal directions, are at the surface of the world and are placed in a desert, badlands, wooded badlands or eroded badlands.
These sounds are referred to as "windy sounds" in the subtitles.
The resource location for these sounds is block.sand.wind
.
Sounds |
---|
Video
History
[hide]Java Edition Alpha | |||||||
---|---|---|---|---|---|---|---|
v1.0.3 | Added 13 different cave ambient sounds. | ||||||
[hide]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 1, 5, and 13 could be heard at pitches ranging from 0.65× 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. | |||||||
1.21.5 | 25w06a | Firefly bushes now emit ambient sounds. | |||||
[hide]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. | |||||
[hide]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.
Java Edition
- MC-179833 – Nether ambience sounds do not have any associated subtitles
- MC-196825 – No subtitles for underwater ambience
Bedrock Edition
- MCPE-79532 – Ambience sounds missing in the nether and water.
Trivia

- When "Cave 14" is viewed in a spectrogram, it appears to show the face of a creeper.
- "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.
- "Dark 4" is a slowed and pitched down scream of a ghast.[verify]
- 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
References
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