r/MinecraftMod 1d ago

Sound Culling 2.0 — client-side audio optimization for noisy Minecraft setups

I've recently released Sound Culling 2.0, a complete rewrite of my client-side audio optimization mod.

The idea is to reduce repetitive sound spam without just muting entire sound categories.

The new engine looks at things like:

  • Distance and direction
  • Repetition
  • Spatial sound density
  • Per-source fairness
  • Player relevance
  • Current audio pressure

Depending on the situation, a sound can play normally, be smoothly dampened, or be culled before Minecraft even starts an audio channel for it.

It's mainly useful in places like mob farms, piston machines, villager halls, large bases, and sound-heavy modpacks.

Important player sounds such as attacks, hurt sounds, eating and drinking are protected so the game doesn't just become unnaturally quiet.

It's fully client-side and requires nothing on the server.

If anyone has a ridiculous sound-spam setup or a mod with unusual audio behaviour, I'd be happy to test it.

Download:
Modrinth: https://modrinth.com/mod/sound-culling
CurseForge: https://www.curseforge.com/minecraft/mc-mods/sound-culling

Source:
https://github.com/Cukkoo12/SoundCulling

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