In Minecraft Bedrock Edition, all sounds are calculated relative to the camera position, not the player entity.
This makes sense for cinematic features (e.g. /camera fly-throughs), but it creates problems:
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Jukebox discs and ambient sounds fade away when the camera moves away from the player.
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In third person, sound is offset from the actual character.
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Map makers cannot control how sound is experienced in cutscenes.
Suggested Command
Introduce /listener for explicit control:
/listener <target> set minecraft:player
/listener <target> set minecraft:camera
/listener <target> set minecraft:free pos <x> <y> <z>
/listener <target> clear
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minecraft:player → sound relative to the player entity (Java default).
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minecraft:camera → sound relative to the current camera (Bedrock default).
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minecraft:free pos <x> <y> <z> → sound relative to an arbitrary world position.
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clear → resets to the default for the current edition (camera in Bedrock, player in Java).
Why this is useful
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Cutscenes: Music and sound can stay consistent while the camera flies around.
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Adventure Maps / Minigames: Control exactly where the player “listens” from, without moving entities.
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Accessibility & parity: Aligns Java and Bedrock, but also extends functionality beyond both.
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New creative tools: Security camera gameplay, stealth mechanics, surround-sound illusions.
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