Ambience

Ambience (sometimes called cave noises) is a set of sounds that occasionally play when the player is in close proximity to a dark cave. <!--y were made by C418, who also composed Minecraft's music. Ambient sounds can be played in any dimension, including the Nether and the End and can be heard in both singleplayer and multiplayer. Despite their name, they are not sounds that one would expect to hear inside of a cave, such as falling pebbles or dripping water, but rather supernatural noises frequently likened to demonic or ghostly moans, vehicles, ringing bells and instruments.

Ambient sounds can play in a space of any size, but they seem to play much more likely in larger spaces positioned 10 - 20 blocks away from the player in any direction, and completely filled with a light level less than 8 without any lighting from the sky (the ambience will more likely play from the direction of lower levels because of a lower light level). <!-- space does not need to be sealed off - a sound can even play from a space that the player can actually see - nor does the player need to be underground to hear it. <!-- sounds can also come from player-created spaces, even if that space is a box above the clouds.

<!-- Sounds
Ambient sounds are found in the resources/newsound/ambient/cave from the .minecraft folder. <!--y play randomly in different pitches, like other sounds of Minecraft do. <!--re are 13 sounds (Cave 1 - 13) in total:


 * 1) A loud, ghostly screech, often compared to the whistle of a train or a wolf howling.Cave1.ogg
 * 2) An echoing choir of angelic voices.cave2.ogg
 * 3) A deep sound, like a low-pitch orchestra or an phantom echo or a rabbit dying.Cave3.ogg
 * 4) <!-- roar or breath of a demon or a blowing distant wind.Cave4.ogg
 * 5) A loud, creepy, ear piercing ringing.Cave5.ogg
 * 6) A car or train passing by or a bat flying.Cave6.ogg
 * 7) A low-pitched, quiet sound like somebody hitting a gong or a wither sight.Cave7.ogg
 * 8) <!-- sinister grunt of a demon or a blaze breath or a zombie pigman dying.Cave8.ogg
 * 9) A flying distant plane, or echoing minecart or an ender dragon roaring often compared to the working car .Cave9.ogg
 * 10) A loud violin screech, often compared by some to an ambulance siren or a ghast or mice screaming.Cave10.ogg
 * 11) A train going by or a creeper exploding.Cave11.ogg
 * 12) A loud boom or echo of a demon.Cave12.ogg
 * 13) A ghostly moan or the wind or a zombie growling.Cave13.ogg

Issues

 * Ambience may trigger even if the player is less than 10 blocks away from the source.
 * Ambience can play anywhere in Superflat worlds.

Trivia

 * Ambience is not an indicator of nearby ore, underground structures, mobs, etc. Following them can still lead the player to such things indirectly, since they emanate from unlit caves.
 * Ambience can be used to detect areas where hostile mobs are able to spawn, since both require a light level of less than 8.
 * Due to the unsettling atmosphere of ambience, these sounds can be frightening to some players. However, they do not represent any immediate danger. <!--y only play in deep darkness. If you do not want to hear the sounds, ambience can be disabled by turning off Ambient/Environment sound, though this also means all environment sounds are turned off.
 * If the fifth sound is listened closely, presumably at loud volume, sounds of thumping can be heard, like someone walking.
 * If the seventh sound is listened closely, a short creak or a sizzle can be heard near the beginning.
 * <!-- eighth sound resembles a stretched Blaze sound. Although it sounds like there is one nearby, Blazes are very rarely encountered outside the Nether, unless it has traveled through a Nether portal or has been spawned using a spawn egg.
 * On rare occasions ambient noises can be heard if the player is standing by an ocean or deep body of water, regardless of light level outside the water. This is because deep bodies of water have very low light levels making this possible.
 * <!-- rarest sound to hear is 1.
 * 11 12 and 13 seem to be the same sound at different pitches. <!-- length of the sound is different in each one though. <!-- pop heard at the beginning is an error and can sound different each time you play the sound (most noticeable on 12).

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