Данные могли устареть: источник временно недоступен, показан кэш.

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!
- Загрузки
- 865
- Подписчики
- 10
- Обновлён
- 23 июня 2026 г.
- Лицензия
- MIT
Опубликован 29 апреля 2026 г.

😪️😴️ Sleep Snoring Meme Sound Effects ️🥱️💤
by BakokongHenkoloy • Developing this Mod in Alpha Development Stage
Reason why I made this..?
This Mod named "MT Snoring Sounds" stopped being updated and ported to newer versions...
(Versions 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2 and 26.2 to be exact)
So I think to myself that maybe Datapack and Resource Pack together would just technically work.
Any use of this without Credits or just straight up copy and steal my work is kinda okay for me to be honest...
Btw if you don't want this weird wild ahh mod, enable mainly only the snoring sleep features in Subtle Effects Mod instead!
Not sure if this data/resource pack is compatible with it because it's less meme-nature!
But since that mod is kinda prone to be heavy will all the features.. i'll make mine very simple, lightweight and mainly focused on adding sounds to villagers and players when they sleep!
Adds 8 unhinged meme snoring sounds to villagers AND players when they sleep at night in Minecraft Java Edition 1.21 → 26.2
⚠️ IMPORTANT: BOTH Two Files Required
- 🔊 Resource Pack (REQUIRED — provides the actual sounds)
- ⚙️ Datapack (REQUIRED — makes villagers + YOU snore repeatedly)
👉 Without the Resource Pack = no sound at all ever.
👉 Without the Datapack = no villager and player snoring because of no .mcfunction making it work
💡 Install BOTH for the full experience.
Beware of the Launchers letting you Auto Updating this Data/Resource Pack! Please make sure to install it manually instead if something feels broken!
Wild Ahh Sounds used in this Data/Resource Pack
The 8 Amazing Bountiful Unhinged Sounds 🔊
| # | Sound File | What it sounds like | Reference |
|---|---|---|---|
| 1 | snore1.ogg | AUGHHHH AUGHH | AUGGHH / AHHHHH sound effect |
| 2 | snore2.ogg | Mimimimimimimimi | Snore Mimimimimi Sound Effect |
| 3 | snore3.ogg | Typical loud cartoon snoring meme sound lmao! | Cartoon snoring meme sound |
| 4 | snore4.ogg | Mario: "Spaghetti... Ravioli.." | Super Mario 64 Sleeping Sound |
| 5 | snore5.ogg | Let's not talk about this one 🥲🙏son☠️🥀️ | Clingy Little Sister Snuck Into Your Bed |
| 6 | snore6.ogg | 4 AM in the morning neighbour doing Lawnmower | AUUGHHH EXTENDED SOUND EFFECT |
| 7 | snore7.ogg | You feel tired? Aight bet!🗣️🔥️😩️😫️ | Plankton Aughhhhh |
| 8 | snore8.ogg | Average snoring sound | Snoring - sound effect |
| 9 | (Coming soon in v1.7-alpha) | ||
| 10 | (Coming soon in v1.7-alpha as the last added sound) |
Each sound are now converted to Mono and has 5 pitch/volume variations (0.75→1.25) so it never sounds identical twice.
Baby villagers play at 1.5–2.0 pitch for an adorably cursed chipmunk tiny snore. 😭
How to Install 🥰️ (if you don't know how.....)
Step 1 — Resource Pack (DO THIS FIRST IN CHRONOLOGICAL ORDER)
- Download
Villager Snoring Sounds v1.6.7_7-alpha RESOURCEPACK.zip— choose Resource Pack in Downloads - Do NOT unzip it
- Drop it into your launcher's
resourcepacks\folder- Windows ->
%APPDATA%\.minecraft\resourcepacks\ - Linux ->
~/.minecraft/resourcepacks/ - MultiMC/PrismLauncher/etc. ->
[instance]\minecraft\resourcepacks\
- Windows ->
- In Minecraft → Options → Resource Packs
- Move it to the Selected (right) column and drag it to the very top
- Click Done
Step 2 — Datapack (ALSO REQUIRED)
- Download
Villager Snoring Sounds v1.6.7_7-alpha DATAPACK.zip— choose Data Pack in Downloads - Drop it into
saves/[your world name]/datapacks/ - Open the world → type
/reload - ✅ Gold message appears in chat when you join
— also you have to download them each in your current worlds manually! - Beware if there a feature for Global-level Instance Datapack or something like that, do not try it!
It doesn't work that way if your launcher supports it
-> You need a mod dependency like Global Packs!
But it's highly optional if you do this way. I recommend the manual method
But you can do this ->[instance]\datapacks\[datapack here]if it's enabled with the dependency that's highly recommended.
Step 3 — Verify It Works
Type this command in-game (requires cheats/creative):
/function snore:util/test
- 🟢 Hear a meme snore? Resource Pack is active. You're good.
- 🔴 Hear no villager sleep sound? Resource Pack not loaded — go back to Step 1.
Step 4 — The Real Test
- Set time to night:
/time set midnight - Stand within 10 blocks of a sleeping villager
- Make sure Friendly Creatures volume > 0% in sound settings
- Wait few seconds after villager lies down — AUGHHHHHH 😭🙏️🥲️
Wild Ahh Features
- 🏘️💤️ All villager types snore — adult and baby villagers detected separately
- 😴🔊 YOU snore too — your character snores when sleeping in any bed
- 🗣️🔥️ 10-block hearing range — 100% volume at 1 block, fades to ~10% at 10 blocks and no sound at all when 11 blocks away from a snoring entity.
- 🎲💥️ 40 randomized sound entries — 8 sounds × 5 pitch/volume variants, never repetitive
- 😭️👶 Baby villager sounds — +0.75 pitch shift via dedicated sound event and quieter noise
- ⏱️️ Cooldowns — each entity snores every few seconds for continuous endless snoring all night long
- 🔁⏳️ Continuous snoring — plays repeatedly the entire time when sleep without overlapping, not just once
- 🧪👨💻️ In-game test command —
/function snore:util/testto verify RP instantly and must verify with/datapack listalso to confirm Datapack is active by doing/datapack enable "file/Villager Snoring Sounds v1.6.7_7-alpha DATAPACK.zip". - 🗯️💬️ Display messages in the chat! — Gonna be removed in v1.7-alpha if everything goes right...
What fully works in specific versions! 🥲️🙏️
Compatibility
Indicators
✅ -> Perfectly fine
❔️ -> Okayish
❓️ -> Something's off or missing according to me
‼️ -> Generally doesn't work and according to launcher, logs, crash texts and profilers
🥲️ -> Actually haven't tried (My apoligies! I assumed it'll work in the code after later publish it to try it out in the game after merciless deprivation on programming..)
| Version | Datapack Format | Resource Pack Format | Current Status |
|---|---|---|---|
| 1.21 | 48 | 34 | ❔️ |
| 1.21.1 | 48 | 34 | ❔️ |
| 1.21.2 | 57 | 42 | ❔️ |
| 1.21.3 | 57 | 42 | ❔️ |
| 1.21.4 | 61 | 46 | ❔️ |
| 1.21.5 | 71 | 55 | ❓️ |
| 1.21.6 | 80 | 63 | ❓️ |
| 1.21.7 | 81 | 64 | ❓️ |
| 1.21.8 | 81 | 64 | ❓️ |
| 1.21.9 | 88.0 | 69.0 | ❓️ |
| 1.21.10 | 88.0 | 69.0 | ❓️ |
| 1.21.11 | 94.1 | 75.0 | ❓️ |
| 26.1 | 101.1 | 84.0 | ❓️ |
| 26.1.1 | 101.1 | 84.0 | ❓️ |
| 26.1.2 | 101.1 | 84.0 | ❓️ |
| 26.2 | 107.1 | 88.0 | ❔️ |
The Current Status is assumed only according to previous versions and the current state of the hybrid pack as of today.
Or deeply inaccurate and outdated...
Source: Minecraft Wiki Pack Formats
If the pack screen shows "made for older/newer version" — ignore it and enable anyway. It still works on all listed versions.
The pack is built with hybrid min_format/max_format support for both old 1.21.x and new 26.x Minecraft engines.
Can someone please legitimately report the problems and errors for me I can handle this merciless debugging and troubleshooting!
"How come I got 6+ hearts, how did it work in their system...?" -My thought and consciousness
"Idk lmao, might've been pure luck, a miracle or perhaps they really really loved it!" -Me
But really... thank you so much for these 8+ hearts and trying it out even tho it's technically broken in some scenarios🥹️🙏️
Merciless Troubleshooting
| Problem | Fix |
|---|---|
| No sound at all | Resource Pack not in Selected column or not at the top or do the fix method below in another problem. |
| Only one snore then silence | Datapack not fully loaded — run /reload and do /datapack list ensuring it's active and if not then enable it via /datapack enable "file/Villager Snoring Sounds v1.6.7_7-alpha DATAPACK.zip" and check for gold message |
| Gold message never appeared | Use /reload again after rechecking the packs are there when rejoining. For global datapack: message fires when you first join when installed with a dependency, not at server start |
/function snore:util/test plays no sounds at all |
Resource Pack inactive — move to top of Selected list |
| Can't hear snoring because too quiet | Increase Friendly Creatures volume to absolute maximum in sound settings even in your system or Minecraft selected the wrong Default Device Audio settings. |
| Pack shows as incompatible | Normal cosmetic warning — enable it anyway, it works. |
Made for the glory of God and the eternal suffering of every minecraft villager trying to sleep in peace... 😭🥹🙏
And remember.. A finished imperfect project showcase teaches more than a perfect unfinished one.
And also.. Is better than an unreleased perfect pack nobody ever experiences and fades quietly...
⚠️ Still in the very Alpha Development Stage! Bugs may exist. ⚠️
🗣️📢‼️ Report them on GitHub: Report Problem here
Make it very detailed — when, where, what, why, how, and who — so we can mercilessly annihilate the issue to the shadow realm with no remorse and no problem. Simple reports like "It doesn't work when I sleep😫️ or when my slaves lie down in bed!!!👿️💢️😩️ May you pwease~~ fix it~~!!!👉️👈️🥺️ OwO", "unsa man ning Minecraft Pack bro laina ani oi😫️😩️🙏️ gubot na kaayo ayo lang ug tarong bai🗣️📢️🔥️😩️‼️⚠️💯️🇵🇭️😫️🇵🇭️" and [insert alien language here that's from the other world named "Logs"] still count, we'll figure it out all together. Every single report helps! Create your account there if you haven't!
Ченджлог
RPv1.6.7_7-alphaАльфа26.1.1, 26.1.2, 26.2 · 23 июня 2026 г.
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."
DPv1.6.7_7-alphaАльфа26.1.1, 26.1.2, 26.2 · 23 июня 2026 г.
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."
RPv1.6.7_6-alphaАльфа26.1.1, 26.1.2, 26.2 · 17 июня 2026 г.
Hey guys i'm sorry for the long pause and the long wait and experiencing some problems with my datapack.. Now I got senior high started since in June 8, 2026 and yet hopefully you all able to fully enjoy what i've worked so hard for you! And now thanks for all those people that appreciate trying this out!
Official Bug №8 — The "Only Snores Once Per Night" Root Cause — KILLED.
- ROOT CAUSE FOUND:
tag=!is_snoring_vandtag=!is_snoring_bin play selectors. After first snore, tag is added → selector condition permanently blocks re-play during the same sleep session. Cooldown hits 0, condition fails silently, silence. Tag only removed at wake-up. So: ONE snore per sleep. Forever. - FIX: Removed
tag=!is_snoring_vfrom play/villager/adult.mcfunction (both lines). Removedtag=!is_snoring_bfrom play/villager/baby.mcfunction (both lines). Tags remain on entities for wake-detection — they just no longer block re-play. - Also fixes 1.21.7 "villagers silent on load" since tag was the same blocker there.
Official Bug №9 — wake_villager stopped the WRONG sound — KILLED.
stopsound @a neutral minecraft:entity.villager.sleep= Mojang vanilla event. Custom snoring plays oncustom.snoring.adult. These are different events. stopsound was firing into the void every wake. Custom sound kept playing.- FIX:
execute at @s run stopsound @a[distance=..20] neutral custom.snoring.adultAlso limited to distance 20 (was global @a = every player in dimension).
Official Bug №10 — Load/announce randomization 0..552 too wide — KILLED.
- 0..552 = max 27.6 second wait before villagers already in beds make any sound. Player goes to sleep before the cooldown expires → villagers look permanently silent.
- FIX: Changed to
random value 0..20in BOTH core/load.mcfunction AND util/announce.mcfunction. Max 1 second wait. Villagers in beds snore near-instantly.
Official Bug №11 — In-game repeat cooldown 135..552 caused SP silence — KILLED.
- Min 135 ticks (6.75s) between snores. SP night-skip = ~4 seconds total. Zero repeat snores could fit inside a single-player sleep cycle.
- FIX: Changed to
random value 60..120(3–6 seconds) in util/sound/adult, util/sound/baby, util/sound/player. Multiple snores now fire per sleep. Continuous snoring feeling achieved. Note: snore5 (25.6s) will slightly overlap with next cycle — this is intentional per user request for endless snoring.
Official Bug №12 — wake_baby stopsound targeted all players globally — KILLED.
stopsound @a= broadcast to entire dimension. Inefficient and unnecessary.- FIX:
execute at @s run stopsound @a[distance=..20] neutral custom.snoring.baby
DPv1.6.7_6-alphaАльфа26.1.1, 26.1.2, 26.2 · 17 июня 2026 г.
Hey guys i'm sorry for the long pause and the long wait and experiencing some problems with my datapack.. Now I got senior high started since in June 8, 2026 and yet hopefully you all able to fully enjoy what i've worked so hard for you! And now thanks for all those people that appreciate trying this out!
Official Bug №8 — The "Only Snores Once Per Night" Root Cause — KILLED.
- ROOT CAUSE FOUND:
tag=!is_snoring_vandtag=!is_snoring_bin play selectors. After first snore, tag is added → selector condition permanently blocks re-play during the same sleep session. Cooldown hits 0, condition fails silently, silence. Tag only removed at wake-up. So: ONE snore per sleep. Forever. - FIX: Removed
tag=!is_snoring_vfrom play/villager/adult.mcfunction (both lines). Removedtag=!is_snoring_bfrom play/villager/baby.mcfunction (both lines). Tags remain on entities for wake-detection — they just no longer block re-play. - Also fixes 1.21.7 "villagers silent on load" since tag was the same blocker there.
Official Bug №9 — wake_villager stopped the WRONG sound — KILLED.
stopsound @a neutral minecraft:entity.villager.sleep= Mojang vanilla event. Custom snoring plays oncustom.snoring.adult. These are different events. stopsound was firing into the void every wake. Custom sound kept playing.- FIX:
execute at @s run stopsound @a[distance=..20] neutral custom.snoring.adultAlso limited to distance 20 (was global @a = every player in dimension).
Official Bug №10 — Load/announce randomization 0..552 too wide — KILLED.
- 0..552 = max 27.6 second wait before villagers already in beds make any sound. Player goes to sleep before the cooldown expires → villagers look permanently silent.
- FIX: Changed to
random value 0..20in BOTH core/load.mcfunction AND util/announce.mcfunction. Max 1 second wait. Villagers in beds snore near-instantly.
Official Bug №11 — In-game repeat cooldown 135..552 caused SP silence — KILLED.
- Min 135 ticks (6.75s) between snores. SP night-skip = ~4 seconds total. Zero repeat snores could fit inside a single-player sleep cycle.
- FIX: Changed to
random value 60..120(3–6 seconds) in util/sound/adult, util/sound/baby, util/sound/player. Multiple snores now fire per sleep. Continuous snoring feeling achieved. Note: snore5 (25.6s) will slightly overlap with next cycle — this is intentional per user request for endless snoring.
Official Bug №12 — wake_baby stopsound targeted all players globally — KILLED.
stopsound @a= broadcast to entire dimension. Inefficient and unnecessary.- FIX:
execute at @s run stopsound @a[distance=..20] neutral custom.snoring.baby
RPv1.6.7_5-alphaАльфа26.1, 26.1.1, 26.1.2 · 29 мая 2026 г.
What's New?
distance=1..excluded you (atdistance=0from yourself) — fixed todistance=..10stopsoundinwake_playerfired immediately when SP night skip happened — killed the audio before your ears got even one tick. Removed entirely.neutral @achannel works —voice @swas unreliable because Voice/Speech slider often disabled
Yeah.. i got super lazy.. can't even bother fixing this but i had balls of steel and managed to fix everything i could, i got overloaded and sleep deprived trying, accidentally prioritizing this above all than everything else in life.. i tried my best to literally able to make all things work i guess🥲️ But this is what i come up with! If there are any issues.. please don't be afraid talking about it to me here: let's talk about it anything you want
And if you enjoyed it so much! Then thanks for enjoying it!🥲️😅️
DPv1.6.7_5-alphaАльфа26.1, 26.1.1, 26.1.2 · 29 мая 2026 г.
What's New?
distance=1..excluded you (atdistance=0from yourself) — fixed todistance=..10stopsoundinwake_playerfired immediately when SP night skip happened — killed the audio before your ears got even one tick. Removed entirely.neutral @achannel works —voice @swas unreliable because Voice/Speech slider often disabled
Yeah.. i got super lazy.. can't even bother fixing this but i had balls of steel and managed to fix everything i could, i got overloaded and sleep deprived trying, accidentally prioritizing this above all than everything else in life.. i tried my best to literally able to make all things work i guess🥲️ But this is what i come up with! If there are any issues.. please don't be afraid talking about it to me here: let's talk about it anything you want
And if you enjoyed it so much! Then thanks for enjoying it!🥲️😅️
RPv1.6.7_4-alphaАльфа26.1, 26.1.1, 26.1.2 · 23 мая 2026 г.
Official Bug №7 — So Many Sound Problems! I literally have no reason to compile GLFW 3.4.0 and OpenAL 1.25.1 from source for this to avoid using my Linux and LWJGL'S given files because 26.1.2, 1.21, 1.12.2 and lastly Beta 1.7.3 went dead silent...
- Added and changed to
custom.snoring.adultandcustom.snoring.player stopsoundmurdering the audio (THE reason I always never heard myself and yourself), when click the bed at night, Minecraft then skips to morning almost instantly. YourSleepTimer:1..tag fires → sound plays → night skip →wake_playerfires →stopsoundkills the audio before your ears receive it. Removedstopsoundentirely fromwake_player. The sound naturally completes.distance=1..excluded from some sounds —playsound ... @a[distance=1..,limit=10]= "everyone 1+ blocks away." When at distance 0 from yourself, ended up excluded from playsound call every single time. Fixed to@a[distance=..10]which includes everyone including us.
DPv1.6.7_4-alphaАльфа26.1, 26.1.1, 26.1.2 · 23 мая 2026 г.
Official Bug №7 — So Many Sound Problems! I literally have no reason to compile GLFW 3.4.0 and OpenAL 1.25.1 from source for this to avoid using my Linux and LWJGL'S given files because 26.1.2, 1.21, 1.12.2 and lastly Beta 1.7.3 went dead silent...
- Added and changed to
custom.snoring.adultandcustom.snoring.player stopsoundmurdering the audio (THE reason I always never heard myself and yourself), when click the bed at night, Minecraft then skips to morning almost instantly. YourSleepTimer:1..tag fires → sound plays → night skip →wake_playerfires →stopsoundkills the audio before your ears receive it. Removedstopsoundentirely fromwake_player. The sound naturally completes.distance=1..excluded from some sounds —playsound ... @a[distance=1..,limit=10]= "everyone 1+ blocks away." When at distance 0 from yourself, ended up excluded from playsound call every single time. Fixed to@a[distance=..10]which includes everyone including us.
Комментарии
Загружаем…