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2.0.0
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Sound Culling 2.0.0
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
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:sFgqI5oP:F6fSChjY"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:sFgqI5oP:F6fSChjY"
}

