Sound Culling
Sound Culling is a client-side Minecraft mod that reduces repetitive sounds in busy areas such as farms, spawner rooms and machinery. It can lower a sound's volume or prevent it from starting when nearby sound activity exceeds the configured limits.
The mod tracks recent sound events by location and source. Each decision can consider repetition, regional activity, sound category, distance, direction and the current event rate. A single noisy source has a limited contribution to the shared regional count, while repeated sounds from that source are still detected.
Sound Culling only changes client audio. It does not alter entities, blocks, gameplay or server behaviour, and it does not need to be installed on the server.
Features
- Rejects excessive sounds before they start an audio channel.
- Dampens sounds when full rejection is unnecessary.
- Adjusts limits as the overall sound event rate rises.
- Tracks nearby cells to avoid sharp changes at region boundaries.
- Limits the influence of one source on the regional sound budget.
- Re-evaluates looping and tickable sounds with gradual volume changes.
- Gives player feedback sounds additional protection during ordinary culling.
- Supports exact sound IDs, wildcard patterns and full mod namespaces.
- Shows recent sounds, event counts and session statistics in-game.
- Includes Balanced, Performance, Aggressive and Custom presets.
- Allows playback to continue when sound evaluation encounters a compatible runtime error.
Music and relative sounds, including interface audio, are excluded. Sounds that Minecraft already considers outside their audible range are not added to the tracker.
Configuration
Install Mod Menu to open the four-page settings screen:
- Overview contains the main toggle, presets and session statistics.
- Performance contains adaptive thresholds and category limits.
- Live Sounds lists recent sound IDs and provides rule actions.
- Advanced contains spatial tracking, priority and logging options.
The screen does not pause a single-player world, so sound statistics continue to update while it is open. Use Save & Close to apply changes. Cancel discards pending settings edits.




Settings are stored in:
config/soundculling.json
Older configuration files are migrated where possible. Invalid numeric values are restricted to supported ranges. If the file cannot be loaded, the mod uses and saves its default settings.
Presets
| Preset | Purpose |
|---|---|
| Balanced | A starting point for ordinary play. |
| Performance | Lower limits and earlier adaptive pressure for busy areas. |
| Aggressive | Tighter limits for sustained sound spam. |
| Custom | Used after individual limits are changed. |
Presets adjust category limits, the regional limit and adaptive thresholds. They do not remove custom sound rules.
Sound rules
Rules can protect a sound, raise or lower its priority, or prevent it from starting. Select a sound on the Live Sounds page to create a rule without editing the JSON file. Protect Mod creates a namespace-wide protection rule.
Available rule actions:
| Action | Effect |
|---|---|
NEVER_CULL |
Excludes the matching sound from Sound Culling decisions. |
CRITICAL |
Applies the highest priority multiplier. |
HIGH |
Raises priority under load. |
NORMAL |
Uses the normal priority calculation. |
AGGRESSIVE |
Lowers priority. |
ALWAYS_CULL |
Rejects new starts and fades tracked loops toward zero. |
Patterns are case-insensitive and support * as a wildcard:
minecraft:block.piston.*
bettercombat:*
presencefootsteps:*
When several rules match, the last matching rule takes precedence. Exact IDs in
the legacy whitelistedSounds list take precedence over rules, including
ALWAYS_CULL.
Commands
Sound Culling provides client-side commands that do not require server operator permissions:
/soundculling
/soundculling toggle
/soundculling preset balanced
/soundculling preset performance
/soundculling preset aggressive
/soundculling limit <1-50>
/soundculling total <1-100>
/soundculling reset
The base command shows the current preset, event rate, adaptive pressure and session counts. Setting commands apply and save immediately. The reset command clears session statistics and recent sound history; it does not clear rolling activity used by current culling decisions.
Installation
- Install Fabric Loader and Fabric API for your Minecraft version.
- Download the Sound Culling file listed for that Minecraft version.
- Place the JAR in the instance's
modsfolder. - Install Mod Menu if you want access to the settings screen from the Mods menu.
Minecraft version groups use separate builds, even when their JAR names are similar. Check the supported version shown on the individual download file.
Sound Culling 2.0 is available for Fabric. Older files for Fabric, Forge and NeoForge may use the earlier engine and may not include the Live Sounds page, adaptive pressure, wildcard rules or persistent loop management.
Modpacks
Sound Culling may be included in modpacks. It is client-side and distributed under the MIT License. A pack can use presets and rules to tune behaviour for its sound-producing mods. If a mod uses an unusual playback path, test its one-shot and looping sounds before publishing the pack configuration.
Reporting problems
Report issues at GitHub and include:
- Minecraft, loader, Fabric API and Sound Culling versions.
- The downloaded file name.
- Steps to reproduce the problem.
- Other mods that change sound playback.
logs/latest.logand the crash report, if one exists.
For missing audio, also include the sound ID if known, any matching rules and whether the sound is a one-shot or a persistent loop.
Sound Culling is licensed under the MIT License.
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Sound Culling 2.0 is a major rewrite focused on smarter sound prioritization, better performance under heavy audio load, improved compatibility, and a completely redesigned configuration experience.
## Highlights
- New priority-based culling engine** — sounds are evaluated using distance, direction, category, repetition, spatial density, source fairness, and priority instead of relying on simple limits.
- Adaptive audio pressure system** — Sound Culling automatically becomes more aggressive as the number of sound events increases.
- Real pre-start culling** — unnecessary sounds can be stopped before an audio channel is started, reducing wasted audio work.
- Spatial sound tracking** — nearby sound sources are grouped into regions with neighbouring-cell awareness for more consistent behaviour near region boundaries.
- Per-source fairness** — one noisy machine or repeated sound source is prevented from consuming the entire audio budget.
- Improved repeating and persistent sounds** — looping and tickable sounds are managed separately with smooth dampening and recovery instead of being abruptly destroyed.
- Player sound protection** — important player feedback such as attacks, hurt sounds, eating, drinking, and burping is protected from overly aggressive culling.
## Configuration & UI
- Completely redesigned configuration UI** with Overview, Performance, Live Sounds, and Advanced pages.
- Live Sounds inspector** — see recently triggered sounds, trigger counts, and culled counts directly from the configuration screen.
- Per-sound rules** — selected sounds can be marked as:
- Never Cull
- Critical
- High Priority
- Normal
- Aggressive
- Always Cull
- Protect Mod** — create namespace-wide rules such as
presencefootsteps:*directly from Live Sounds. - Wildcard rule support** — rules can target individual sounds, sound groups, or complete mod namespaces.
- Three presets** — Balanced, Performance, and Aggressive, plus automatic Custom mode when settings are manually changed.
- Live statistics** for sound rate, adaptive pressure, culled sounds, dampened sounds, and tracked regions.
- Localization-ready UI** — configuration text now uses Minecraft translation keys.
## Compatibility
- Improved Better Combat compatibility** so important combat effects are not lost under audio pressure.
- Improved Sound Physics Perfected compatibility.**
- Presence Footsteps compatibility** including namespace protection.
- Fail-open safety** — if Sound Culling encounters an unexpected compatibility error while evaluating a sound, vanilla playback is allowed instead of crashing the client.
## Stability & Configuration
- Safer configuration loading** — invalid or corrupted config files fall back safely instead of preventing the game from starting.
- 1.x configuration migration** support.
- Tracker and allocation optimizations** for heavy sound workloads.
- Debug and diagnostic improvements** for troubleshooting complex mod interactions.
## Testing
Sound Culling 2.0.0 was tested with:
- Heavy repeated sound loads
- Adaptive pressure and hard culling
- Per-source fairness
- Persistent/looping sounds
- Player attack and hurt feedback
- Eating, drinking, and burping sounds
- Better Combat
- Sound Physics Perfected
- Presence Footsteps
- Corrupted configuration recovery
- Fail-open runtime behaviour
- Namespace and wildcard rules
- Preset switching
- Real Fabric 26.1.2 release JAR smoke testing
## Notes
- This release does **not** claim that every previously reported random crash is fixed unless the original issue can be reliably reproduced and verified.
- Sound Culling 2.0.0 currently targets **Fabric on Minecraft 26.1.2**.
- Minecraft:** 26.1.2
- Loader:** Fabric
- Version:** 2.0.0
- Fixed reused sounds retaining old volume multipliers
- Fixed sounds behind the player being reduced without any overlap
- Fixed positioned sounds at world coordinates 0, 0, 0 bypassing culling
- Relative UI sounds and music are now safely ignored
- Added configuration validation and automatic value clamping
- Fixed
/soundculling limitto update the Default Limit - Reduced debug logging overhead
- Improved directional culling calculations
- Updated branding to “Sound Culling”
- Improved the in-game configuration screen background and layout
- Fixed reused sounds retaining old volume multipliers
- Fixed sounds behind the player being reduced without any overlap
- Fixed positioned sounds at world coordinates 0, 0, 0 bypassing culling
- Relative UI sounds and music are now safely ignored
- Added configuration validation and automatic value clamping
- Fixed
/soundculling limitto update the Default Limit - Reduced debug logging overhead
- Improved directional culling calculations
- Updated branding to “Sound Culling”
- Improved the in-game configuration screen background and layout