diff --git a/Content.Server/Body/Components/BloodstreamComponent.cs b/Content.Server/Body/Components/BloodstreamComponent.cs
index a6d2afab21..a6c8ad90df 100644
--- a/Content.Server/Body/Components/BloodstreamComponent.cs
+++ b/Content.Server/Body/Components/BloodstreamComponent.cs
@@ -111,6 +111,13 @@ namespace Content.Server.Body.Components
[DataField]
public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
+ ///
+ /// The minimum amount damage reduction needed to play the healing sound/popup.
+ /// This prevents tiny amounts of heat damage from spamming the sound, e.g. spacing.
+ ///
+ [DataField]
+ public float BloodHealedSoundThreshold = -0.1f;
+
// TODO probably damage bleed thresholds.
///
diff --git a/Content.Server/Body/Systems/BloodstreamSystem.cs b/Content.Server/Body/Systems/BloodstreamSystem.cs
index 3da343aaa8..18790e7326 100644
--- a/Content.Server/Body/Systems/BloodstreamSystem.cs
+++ b/Content.Server/Body/Systems/BloodstreamSystem.cs
@@ -241,7 +241,7 @@ public sealed class BloodstreamSystem : EntitySystem
}
// Heat damage will cauterize, causing the bleed rate to be reduced.
- else if (totalFloat < 0 && oldBleedAmount > 0)
+ else if (totalFloat <= ent.Comp.BloodHealedSoundThreshold && oldBleedAmount > 0)
{
// Magically, this damage has healed some bleeding, likely
// because it's burn damage that cauterized their wounds.