My suggestion is to add some other possible underground ambiences, unfortunately due to my lack of understanding about how the ambiences are cued, I can’t really elaborate further except to say that there are more potential ambient tracks than surface and howling underground spooky wind.
I’ve tested this quite a bit in my home, I have a place that I made above ground, but it had a spot in my kitchen that the howling wind would start. I tried many things, originally assuming that the sound is triggered by certain blocks, or an amount of blocks, or the position of block, or the absence of blocks… I plotted under and filled with sand, I tried changing my build materials for less stone, I found cave and plotted them and filled them in, I got crazy frustrated and just 3x3 smashed downward like 20 deep… Nothing seems to support any hypothesis I came up with - the ambience seems somehow arbitrarily triggered. So, if that is indeed the case, can we arbitrarily get the chance to have silence? Or dripping water? Or warm churning with gravel slowly tickling now and again? …
All I could do to stop the ambience from being triggered is to not stand in the center of my kitchen. I found out that the block of space we occupy seems to dictate what we hear… so I mapped a 3x5 rectangle in the middle of my kitchen where the “haunting” occurs, and placed some gleam, wood, and shopping plinths. Now, it’s a bar of sorts. But if anyone jumps on it - they can hear the Haunted Cavern - above ground, where it really has no business being.
If we can’t just outright tune the way these areas cue sounds, maybe we can at least add more sounds, so there could be a chance not to hear the same one … sorry to have a lack of decent ideas how to fix this, I feel I’ve tried everything I can to help myself here but I don’t know what to do.