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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

Code confirmed

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

Each qualifying sound starts with its own hearing range.

Enemy hearing
Per-enemy multiplier

Better-hearing enemies can detect the same sound from farther away.

Distance
Strength falls with range

A sound contributes less as the listener approaches the edge of its effective radius.

Cover
No ordinary LOS check

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.

Standing 10

Maximum Footsteps radius at a 1× listener.

Crouched 5

Maximum Footsteps radius at a 1× listener.

Prone / crawling 0

This specific continuous Footsteps channel is zeroed.

Noise reference

Base values are shown before enemy-specific and live modifiers.

AI-hearing noise reference
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 terminals whose own sound is eligible to attract enemies in game version 7.1.0
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.

0 results
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.
Code confirmed

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.

0 results
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 —
Code confirmed

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

Hearing-relevant special cases
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 hearing interpretations compared with the mapped mechanics
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.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.