Audio
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈✨NewC4equip sound—→Added
Added a new sound effect when equipping the C4.
New c4 equip sound.
- ≈🎯Behaviorvertical occlusion
Audio occlusion transitions are now smoother on Nuke and Vertigo.
More gradual at edges of transition points in Nuke and Vertigo.
- ▲📊Numericlatency—→Reduced
Reduced audio output latency for more responsive sound cues.
Reduced audio output latency
- ≈🔊Audioknife sounds—→Higher fidelity
Improved the quality of knife draw and inspect sound effects.
Higher fidelity knife draw and inspect sounds
- ≈🎯Behaviorsound overlapOverlap→No overlap
Fixed an issue where weapon and utility draw sounds would overlap during rapid switching.
Draw sounds no longer overlap when switching quickly
- ≈🔊Audioknife impactGeneric→Unique
Knife impact sounds now vary based on attack type (primary/alt/front/rear) to reflect damage.
Impact sounds now unique based on attack type
- ▲✨NewMain Menu Ambience Volume—→Added
Added a new setting to control the volume of the main menu ambience.
QoL
- ▲🐛Bug fixattacker feedback sound
Fixed an issue where shooting enemies over smoke would occasionally fail to play the attacker feedback sound.
Bugfix
- ▲🐛Bug fixgameplay sounds
Fixed cases where gameplay sounds were skipping or completely inaudible.
Bugfix
- ≈✂️Removedmixer console commandsActive→Removed
Removed several legacy sound mixer console commands (snd_setmixer, etc.).
Cleanup
- ≈🛠QoLvolume
Normalized the volume levels of NIGHTMODE music kits for a more consistent audio experience.
Normalization
- ≈📊NumericJumpland audible distance—→footstep distance
Jump landing sounds now share the same maximum audible distance as footstep sounds.
audio parity
- ≈🐛Bug fixM4A1-Sdistant gunfire soundsmissing→fixed
Fixed an issue where the unsilenced M4A1-S lacked distant gunfire sounds.
unsilenced
- ▲📊Numericocclusion and distance—→Lowered
Lowered occlusion and distance effects for gunfire, footsteps, and reloads, making critical sound cues easier to hear.
Audio clarity
- ▲📊Numericstereo spread—→Increased
Slightly increased stereo spread to improve the spatial awareness of sound sources.
Positional audio
- ≈🐛Bug fixfootstep sounds
Fixed a bug where incorrect footstep and jump land sounds played on elevated edges.
Bug fix
- ▲✨Newpositional sound—→Added
Positional sounds now have distance effects, improving spatial awareness.
Added distance effects to all positional sound sources.
- ▲🛠QoL3d sound processing
General improvements to how 3D sound is processed for better immersion and accuracy.
Improvements to 3d sound processing.
- ≈🐛Bug fixocclusion
Fixed a bug where sounds ignored geometry occlusion, which previously made sound sources seem closer than they actually were.
Fixed bug where sometimes sounds would not respect the occlusion values of surrounding geometry.
- ▲🐛Bug fixlow frequencies
Restored missing low-end frequencies for distant explosions and gunfire, improving audio depth.
Fixed missing low frequencies at certain distances away from sound sources such as grenades and weapon fire.
- ≈🐛Bug fixlistener orientation
Corrected volume inconsistencies based on the player's facing direction.
Fixed a bug where some sounds would be slightly louder or quieter depending on the listeners orientation.
- ≈📊Numericflashbang ringing volume—→Lowered
Reduced the volume of the flashbang ringing effect and the associated audio ducking.
Lowered volume of flashbang ringing and volume ducking effect
- ≈📊Numericgrenade explosion stereo spread—→Reduced
Adjusted the stereo spread of grenade explosions for better audio positioning.
Reduced stereo spread of grenade explosions