Hearing & sound
Hearing is separate from sight. Each action has its own noise range, some enemies hear farther than others, and sounds matter less near the edge of that range.
- Standing footsteps
- 10 m at 1× hearing
- Crouched footsteps
- 5 m at 1× hearing
- Prone footsteps
- 0 m in this channel
Reducing noise
Going quiet is about the sound you create, not whether the enemy can see you.
Crouching cuts the mapped continuous footstep radius in half, going prone removes that specific footstep channel, and suppressors sharply reduce firing noise. Impacts, near misses, explosions, and damage can still give you away through other channels.
Hearing range
A sound starts with its own range, then enemy hearing and live mission effects can extend or shrink it.
- Noise source
- Base radius
- Enemy hearing
- Per-enemy multiplier
- Distance
- Strength falls with range
- Cover
- No ordinary LOS check
Each qualifying sound starts with its own hearing range.
Better-hearing enemies can detect the same sound from farther away.
A sound contributes less as the listener approaches the edge of its effective radius.
The mapped hearing path does not use the same obstruction test as sight.
Hearing weakens with distance instead of behaving like a simple on/off circle. Better-hearing enemies can receive the same stimulus from farther away, while quieter actions can fall below useful range much sooner.
The mapped hearing path does not perform the ordinary obstruction check used by sight. A wall can therefore break visual contact without automatically making the same action inaudible.
Footstep range
These are maximum values for the retained continuous Footsteps channel at a 1× listener. Other stimuli remain separate.
Noise reference
Base values are shown before enemy-specific and live modifiers.
| Category | Source / action | Base range | Range multiplier | 1× listener radius | Score | Notes |
|---|---|---|---|---|---|---|
| Movement | Standing footsteps | 10 m | 1× | 10 m | 50 | Standard Footsteps hearing channel. |
| Movement | Crouched footsteps | 10 m | 0.5× | 5 m | 50 | Standard Footsteps hearing channel. |
| Movement | Prone / crawling footsteps | 10 m | 0× | 0 m | 50 | This specific AI-hearing Footsteps channel is zeroed. |
| Weapon firing | No standard firing-noise event | 0 m | 1× | 0 m | 0 | Not fully silent; projectile Danger, impacts, explosions, damage/event perception, or other channels can still matter. |
| Weapon firing | True suppressed shot | 15 m | 1× | 15 m | 5 | Used by AR-59 Suppressor, R-72 Censor, M7S SMG, and M6C/SOCOM Pistol. These also use a 0.5 firing-visibility modifier. |
| Weapon firing | Small weapon | 35 m | 1× | 35 m | 15 | Common small-arm firing profile. |
| Weapon firing | Medium weapon | 50 m | 1× | 50 m | 15 | Common rifle / shotgun / energy firing profile. |
| Weapon firing | Large weapon | 60 m | 1× | 60 m | 15 | Large support-weapon firing profile. |
| Weapon firing | Huge weapon | 70 m | 1× | 70 m | 15 | Very large launcher firing profile. |
| Explosion | Small explosion | 50 m | 1× | 50 m | 15 | Explosion hearing category. |
| Explosion | Medium / vehicle explosion | 50 m | 1× | 50 m | 20 | Explosion hearing category. |
| Explosion | Large / orbital explosion | 60 m | 1× | 60 m | 20 | Explosion hearing category. |
| Explosion | Huge / Hellbomb explosion | 60 m | 1× | 60 m | 30 | Explosion hearing category. |
| Vehicle | Engine | 60 m | 1× | 60 m | 2 | Continuous channel; nominally emits every 0.2 s while active. |
| Vehicle | Horn / Toot | 60 m | 1× | 60 m | 20 | Separate horn channel. |
| Objective | Active objective terminal / machinery | 80 m | 1× | 80 m | 30 | An authored terminal-noise profile. A sound reaching an enemy does not guarantee that the enemy investigates it. |
Which objective sounds attract enemies?
A noise can reach nearby enemies without giving them a location to investigate.
Many active objective consoles emit a sound with an 80 m base hearing range and a score of 30. That is the sound's hearing profile, not a guaranteed distance at which patrols will turn toward the console.
In an instrumented Extract Oil mission, patrols received the control terminal's noise but did not investigate that terminal because of those emissions. Other machinery at the same objective did produce sounds that led enemies to investigate. A quiet response to the console does not mean the entire objective is safe from noise detection.
Verified game version: 7.1.0. These findings have not been checked against subsequent game versions.
| Objective device | When its own noise may draw investigation |
|---|---|
| Data Jack | During terminal operation |
| Seismic Probe | During terminal operation |
| Extraction Beacon | During terminal operation |
| Prospecting Drill | During drilling operations |
| Poison Drill / Aquifer Drill | During drilling operations |
| Hive Breaker Drill | During drilling operations; two configured variants |
These devices have configurations that allow their own terminal noise to become an investigation source. This is a code-based prediction, not a separate live confirmation for every listed device. A valid sound still has to reach an enemy strongly enough for it to respond.
For most enemies, an ordinary investigation source needs a processed hearing score greater than 1. A few enemy types require a score greater than 1.5. The same requirement applies when an enemy is already investigating another sound. A large advertised noise range alone does not establish that a particular object will lure patrols.
Enemy hearing ranges
The hearing factor scales how far applicable sounds can be heard.
| Type | Enemy / defense | Hearing × | Special note |
|---|---|---|---|
| Defense | Detector Tower | 5× | Static defense sensor profile. |
| Defense | Automaton Mortar Emplacement | 5× | No base sight range confirmed. |
| Unit | Agitator | 2× | — |
| Unit | Radical | 2× | — |
| Unit | Gunship | 1.5× | No base sight range confirmed. |
| Unit | Berserker | 1× | — |
| Unit | Assault Raider | 1× | — |
| Unit | Brawler | 1× | — |
| Unit | Commissar | 1× | — |
| Unit | MG Raider | 1× | — |
| Unit | Marauder | 1× | — |
| Unit | Pyro Trooper | 1× | — |
| Unit | Raider | 1× | — |
| Unit | Rocket Raider | 1× | — |
| Unit | Scout Raider | 1× | — |
| Unit | Trooper | 1× | — |
| Unit | Reinforced Scout Strider | 1× | — |
| Unit | Scout Strider | 1× | — |
| Defense | Bunker Turret | 1× | — |
| Defense | Cannon Turret (Stationary) | 1× | 2,100 HP; mounts a Fusion Battle Cannon. |
| Attached weapon | Factory Strider Fusion Gatling Guns (2 guns) | 1× | 300 HP each; separate sensors from the Factory Strider body. |
| Attached weapon | Factory Strider Cannon Turret (Dorsal turret) | 1× | 900 HP; mounts the Fusion Repeater Cannon. |
| Unit | Dropship | 1× | — |
| Unit | Conflagration Devastator | 0.8× | — |
| Unit | Devastator | 0.8× | — |
| Unit | Heavy Devastator | 0.8× | — |
| Unit | Incendiary MG Devastator | 0.8× | — |
| Unit | Rocket Devastator | 0.8× | — |
| Unit | Hulk | 0.75× | — |
| Unit | Hulk Bruiser | 0.75× | — |
| Unit | Hulk Firebomber | 0.75× | — |
| Unit | Hulk Obliterator | 0.75× | — |
| Unit | Hulk Scorcher | 0.75× | — |
| Unit | War Strider | 0.75× | — |
| Unit | Annihilator Tank | 0.7× | — |
| Unit | Shredder Tank | 0.7× | — |
| Unit | Vox Engine (Main) | 0.7× | Main profile shown; additional attached sensor profiles use 1× / 60 m and 1× / 120 m. |
| Unit | Barrager Tank | 0.7× | — |
| Unit | Factory Strider (Main body) | 0.65× | Body sensor profile. Its Fusion Gatling Guns and Cannon Turret have separate sensor entities. |
| Defense | AA Emplacement | — | No hearing multiplier confirmed; special long-range visual profile. |
| Defense | Command Bunker | — | Bunker body has no direct sensor profile; its separate turrets use 1× hearing / 120 m base sight. |
| Unit | Hive Lord | 100× | Special 100× explosion-listening profile. |
| Unit | Alpha Commander | 1.3× | — |
| Unit | Bile Spewer | 1.3× | — |
| Unit | Bile Spitter | 1.3× | — |
| Unit | Bile Warrior | 1.3× | — |
| Unit | Brood Commander | 1.3× | — |
| Unit | Hive Guard | 1.3× | — |
| Unit | Hunter | 1.3× | — |
| Unit | Nursing Spewer | 1.3× | — |
| Unit | Pouncer | 1.3× | — |
| Unit | Predator Hunter | 1.3× | — |
| Unit | Rupture Spewer | 1.3× | — |
| Unit | Rupture Warrior | 1.3× | — |
| Unit | Scavenger | 1.3× | — |
| Unit | Spore Burst Hunter | 1.3× | — |
| Unit | Spore Burst Scavenger | 1.3× | — |
| Unit | Spore Burst Warrior | 1.3× | — |
| Unit | Warrior | 1.3× | — |
| Unit | Predator Stalker | 1.3× | — |
| Unit | Stalker | 1.3× | — |
| Unit | Shrieker | 1.2× | — |
| Unit | Charger | 1× | — |
| Unit | Charger Behemoth | 1× | — |
| Unit | Rupture Charger | 1× | — |
| Unit | Spore Charger | 1× | — |
| Unit | Bile Titan | 1× | — |
| Unit | Impaler (Main) | 1× | Body profile shown. Separate tentacle sensor: 5× hearing / 40 m base sight. |
| Unit | Dragonroach | 1× | — |
| Unit | Harvester | 2× | — |
| Unit | Stingray | 1.5× | — |
| Unit | Obtruder | 1.3× | — |
| Unit | Watcher | 1.3× | — |
| Unit | Voteless | 1.25× | — |
| Unit | Fleshmob | 1.25× | — |
| Unit | Elevated Overseer | 1× | — |
| Unit | Overseer | 1× | — |
| Unit | Wretch | 1× | — |
| Unit | Xenobite Ardent | 1× | — |
| Unit | Crescent Overseer | 1× | — |
| Unit | Crusher | 1× | — |
| Unit | Gazer | 1× | — |
| Defense | Cannon Turret (100 m variant) | 1× | Two current Illuminate Cannon Turret sensor variants. |
| Unit | Gatekeeper | 1× | — |
| Unit | Veracitor | 1× | — |
| Defense | Cannon Turret (120 m variant) | 1× | Two current Illuminate Cannon Turret sensor variants. |
| Unit | Warp Ship | 1× | — |
| Defense | Lightning Spire | — | No hearing multiplier confirmed; special visual profile. |
| Unit | Leviathan | — | No hearing multiplier confirmed. |
| No rows match the current filters. | |||
Cover does not make the same action inaudible
The confirmed hearing calculation does not use the ordinary line-of-sight obstruction check. Breaking visual contact and blocking sound are separate problems.
Weapon firing noise
A zero standard firing-noise range does not mean the shot is globally undetectable. Near misses, impacts, explosions, damage, and other perception channels can still matter.
| Weapon | Base firing-noise range | True suppressor | Notes |
|---|---|---|---|
| AR-2 Coyote | 50 m | No | — |
| AR-23 Liberator | 50 m | No | — |
| AR-23A Liberator Carbine | 50 m | No | — |
| AR-23C Liberator Concussive | 50 m | No | — |
| AR-23P Liberator Penetrator | 50 m | No | — |
| AR-32 Pacifier | 50 m | No | — |
| AR-59 Suppressor | 15 m | Yes | True suppressor; also uses a 0.5 firing-visibility modifier. |
| AR-61 Tenderizer | 50 m | No | — |
| AR/GL-21 One-Two | 50 m | No | — |
| ARC-12 Blitzer | 50 m | No | — |
| BR-14 Adjudicator | 50 m | No | — |
| CB-9 Exploding Crossbow | 50 m | No | — |
| DBS-2 Double Freedom | 50 m | No | — |
| FLAM-66 Torcher | 35 m | No | — |
| JAR-5 Dominator | 50 m | No | — |
| LAS-13 Trident | 50 m | No | — |
| LAS-16 Sickle | 50 m | No | — |
| LAS-17 Double-Edge Sickle | 50 m | No | — |
| LAS-22 Shear | 50 m | No | — |
| LAS-5 Scythe | 50 m | No | — |
| M7S SMG | 15 m | Yes | True suppressor; also uses a 0.5 firing-visibility modifier. |
| M90A Shotgun | 50 m | No | — |
| MA5C Assault Rifle | 50 m | No | — |
| MP-98 Knight | 35 m | No | — |
| PLAS-1 Scorcher | 50 m | No | — |
| PLAS-101 Purifier | 50 m | No | — |
| PLAS-39 Accelerator Rifle | 50 m | No | — |
| R-2 Amendment | 50 m | No | — |
| R-2124 Constitution | 50 m | No | — |
| R-36 Eruptor | 50 m | No | — |
| R-4 Hyena | 50 m | No | — |
| R-6 Deadeye | 50 m | No | — |
| R-40 Sightliner | 50 m | No | — |
| R-63 Diligence | 50 m | No | — |
| R-63CS Diligence Counter Sniper | 50 m | No | — |
| R-72 Censor | 15 m | Yes | True suppressor; also uses a 0.5 firing-visibility modifier. |
| R/40-K Hot-Shot Marksman Rifle | 50 m | No | — |
| SG-20 Halt | 50 m | No | — |
| SG-225 Breaker | 50 m | No | — |
| SG-225IE Breaker Incendiary | 50 m | No | — |
| SG-225SP Breaker Spray & Pray | 50 m | No | — |
| SG-451 Cookout | 50 m | No | — |
| SG-8 Punisher | 50 m | No | — |
| SG-8P Punisher Plasma | 50 m | No | — |
| SG-8S Slugger | 50 m | No | — |
| SG-97 Sweeper | 50 m | No | — |
| SMG-203 Gallant | 35 m | No | — |
| SMG-32 Reprimand | 35 m | No | — |
| SMG-37 Defender | 35 m | No | — |
| SMG-72 Pummeler | 35 m | No | — |
| SMG/FLAM-34 Stoker | 35 m | No | — |
| StA-11 SMG | 35 m | No | — |
| StA-52 Assault Rifle | 50 m | No | — |
| VG-70 Variable | 50 m | No | — |
| CQC-19 Stun Lance | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-2 Saber | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-30 Stun Baton | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-42 Machete | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-5 Combat Hatchet | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-73 Entrenchment Tool | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| GP-20 Ultimatum | 35 m | No | — |
| GP-31 Grenade Pistol | 35 m | No | — |
| LAS-58 Talon | 35 m | No | — |
| LAS-7 Dagger | 35 m | No | — |
| M6C/SOCOM Pistol | 15 m | Yes | True suppressor; also uses a 0.5 firing-visibility modifier. |
| P-11 Stim Pistol | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| P-113 Verdict | 35 m | No | — |
| P-19 Redeemer | 35 m | No | — |
| P-2 Peacemaker | 35 m | No | — |
| P-33 Missile Pistol | 35 m | No | — |
| P-35 Re-Educator | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| P-4 Senator | 35 m | No | — |
| P-41 Ombudsman | 35 m | No | — |
| P-44 Mist | 35 m | No | — |
| P-69 Veto | 35 m | No | — |
| P-72 Crisper | 35 m | No | — |
| P-92 Warrant | 35 m | No | — |
| P/40-K Bolt Pistol | 35 m | No | — |
| PLAS-15 Loyalist | 35 m | No | — |
| SG-22 Bushwhacker | 35 m | No | — |
| AC-8 Autocannon | 60 m | No | — |
| AMW-20 Apex | 60 m | No | — |
| APW-1 Anti-Materiel Rifle | 60 m | No | — |
| ARC-3 Arc Thrower | 50 m | No | — |
| B/FLAM-80 Cremator | 35 m | No | — |
| B/MD C4 Pack Detonator | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-1 One True Flag | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-20 Breaching Hammer | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-72 Entrenchment Tool | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| CQC-9 Defoliation Tool | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| EAT-17 Expendable Anti-Tank | 70 m | No | — |
| EAT-411 Leveller | 70 m | No | — |
| EAT-700 Expendable Napalm | 70 m | No | — |
| FAF-14 Spear | 50 m | No | — |
| FLAM-40 Flamethrower | 35 m | No | — |
| GL-21 Grenade Launcher | 35 m | No | — |
| GL-28 Belt-Fed Grenade Launcher | 50 m | No | — |
| GL-52 De-Escalator | 35 m | No | — |
| GR-8 Recoilless Rifle | 70 m | No | — |
| LAS-44 Nova | 50 m | No | — |
| LAS-98 Laser Cannon | 50 m | No | — |
| LAS-99 Quasar Cannon | 50 m | No | — |
| M-1000 Maxigun | 50 m | No | — |
| M-105 Stalwart | 50 m | No | — |
| MG-206 Heavy Machine Gun | 50 m | No | — |
| MG-43 Machine Gun | 50 m | No | — |
| MGX-42 Bullet Storm | 50 m | No | — |
| MLS-4X Commando | 50 m | No | — |
| MS-11 Solo Silo Target Designator | 0 m | No | No standard firing-noise event; impacts/projectiles/explosions or other perception can still reveal you. |
| PLAS-45 Epoch | 50 m | No | — |
| RL-77 Airburst Rocket Launcher | 70 m | No | — |
| RS-422 Railgun | 50 m | No | — |
| S-11 Speargun | 50 m | No | — |
| SG-88 Break-Action Shotgun | 60 m | No | — |
| StA-X3 W.A.S.P. Launcher | 50 m | No | — |
| TX-41 Sterilizer | 35 m | No | — |
| No rows match the current filters. | |||
True suppressors
AR-59 Suppressor, R-72 Censor, M7S SMG, and M6C/SOCOM Pistol use a 15 m standard firing-noise radius and a 0.5 firing-visibility modifier. Other stimuli from the shot can still matter.
Hearing calculation
For readers who want the exact calculation, the sound range is built from its base range and several modifiers, then its contribution falls with squared distance.
R_effective = base_range
× event_range_scalar
× listener_hearing_multiplier
× dynamic_listener_multiplier
× current/global_scalar
falloff = max(0, 1 - distance² / R_effective²)
score_add ≈ template_score × falloff Ordinary mapped enemy hearing profiles cap the combined noise score at 40. That cap is not a confirmed alert threshold. Hive Lord is the major exception, with specialized explosion listening and different filtering and timing.
Other detection channels
| Case | Established result | Important limitation | Status |
|---|---|---|---|
| P-35 Re-Educator | No standard WeaponData firing-noise event is present in the integrated data. | Direct-hit perception consequences remain unresolved. | Supported |
| Projectile near miss | Near-miss danger is full inside half the warning range, then steadily falls to zero at the outer edge. | Separate from muzzle hearing; no ordinary LOS test was found in the recovered trajectory calculation. | Code confirmed |
Unsupported claims
| Common claim | What the evidence shows |
|---|---|
| Walls make you silent once sight is broken. | The confirmed hearing calculation does not use the ordinary line-of-sight obstruction check. |
| No firing-noise template means the weapon is silent. | It only removes that standard muzzle-hearing event. Near misses, impacts, explosions, damage, and other channels can still matter. |
| Prone makes every action silent. | Only the retained continuous Footsteps channel is zeroed while prone. |
| Every active objective console attracts patrols. | Some consoles create hearing events that do not become investigation targets. Nearby objective machinery can still attract enemies separately. |
Evidence standard
How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.
How the OTL rates evidence
The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.