
Villager Snoring Sleep Meme Sound Effects
This pack adds 8 new sleeping meme sound effects! Examples: 1. AUGHHH AUGHH 2. Mimimimimi 3. *Loud snoring* 4. Mario sleeping 5. Let's not talk about this one... and more!
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Datapack v1.6.7 Seventh Iteration in Alpha
Alpha23.06.2026
Список изменений
Official Bug №13 — Day-time snoring persisting — ROOT CAUSE: Brain.memories
- Confirmed via current Minecraft Entity Format docs that
sleeping_posexists as a TOP-LEVEL mob tag (Int Array, absent when not sleeping) — separate from the nestedBrain.memories."minecraft:sleeping_pos"path this pack relied on. - The nested path can linger stale after waking, deadlocking wake detection forever — entity tagged is_snoring_v/b never clears, snores all day.
- FIX: Added
sleeping_pos(top-level) as a third independent OR-check for play AND a third unless-check for wake, on top of the existing two paths. Triple-redundant detection now covers every version 1.21 through 26.2+.
Official Bug №14 — Overlapping/duplicate snore sounds — ROOT CAUSE: math
- Measured actual OGG durations via ffprobe: snore1=10.05s, snore2=7.24s, snore3=4.97s, snore4=11.62s, snore5=25.62s, snore6=13.99s, snore7=5.14s, snore8=6.23s. The v1.6.7_6 cooldown (3-6s) was shorter than 7 of 8 sounds, causing a new snore to fire mid-playback of the previous one every time.
- FIX: Complete architecture change. util/sound/adult, util/sound/baby, and util/sound/player now roll their OWN random pick (1-8) and call that exact numbered single-entry sound event (custom.snoring.test.snoreN), then set the cooldown to that EXACT measured duration (+1 tick buffer). Baby duration is duration÷1.75 to account for the pitch-speedup. Zero overlap guaranteed by direct duration matching instead of guessing via a fixed random range.
- Trade-off: per-call pitch jitter removed (was 0.75-1.25 for adult, 1.5-2.0 pool for baby) in favor of fixed pitch (1.0 adult/player, 1.75 baby) so duration math stays exact. 8-sound variety preserved. Pooled sounds.json events (custom.snoring.adult/baby/player) remain untouched for other uses.
Official Bug №15 — Sounds not stopping immediately on wake
- wake_player.mcfunction previously had ZERO stopsound calls (intentional in v1.6.7_4 to avoid truncating audio during instant SP night-skip).
- Per explicit request, added 8 stopsound calls (one per possible sound) to wake_villager, wake_baby, AND wake_player. Safe now because deterministic timing means sounds normally finish naturally before wake fires anyway — this only catches early-wake edge cases, satisfying "stop immediately."
Файлы
VillagerSnoringSounds_v1_6_7_7-alpha_DATAPACK.zip(42.89 KiB)
ОсновнойМетаданные
Канал релиза
Alpha
Номер версии
DPv1.6.7_7-alpha
Загрузчики
Версии игры
1.21–26.2
Загрузок
393
Дата публикации
23.06.2026
