aimpro FR

// chapter 3 of 5 · 3 min read

Sound: hearing and understanding

In a competitive shooter, sound gives you information you cannot see yet: where the enemy is, how many there are, what they are preparing. A clean headset setup matters, but learning to read sounds matters even more.

Why sound matters so much

Footsteps, a reload, a door, an ability or a grenade often reach your ears before the enemy enters your view. In tactical games like CS2 or Valorant, sound is one of the main sources of information, to the point that walking (instead of running) makes your footsteps silent.

Silence is information too: an area that goes quiet can mean an enemy is walking, waiting or has left.

What sounds tell you

What you hearWhat you can infer
Running footstepsDirection, rough distance, sometimes how many players
Steps on a surface (metal, wood, water, gravel)The exact area of the map, if you know its floors
A reloadAn enemy who cannot shoot for a short moment
An ability or a grenadeWhat the opponent is preparing and where they will go
Distant gunfireWhere a fight is happening, and so where enemies are not
Sudden silenceSomeone walking, waiting or switching sides
  • Learn the floors of each map: a metal or water sound locates an enemy better than direction alone.
  • Tie each sound to a timing: footsteps in a given spot at a given moment of the round often announce an attack.
  • Stop for a moment to listen: your own footsteps cover everyone else's.

Spatial audio: HRTF and virtual surround

With a stereo headset, telling left from right is easy; telling front, back, above and below apart is much harder. HRTF (head-related transfer function) simulates how your head and ears filter a sound depending on its direction, making those positions audible on a plain stereo headset.

  • Valorant has an "Enable HRTF" option in its audio settings, added in patch 2.06 and designed for headphones[1].
  • CS2 offers an EQ profile, a left/right isolation setting and perspective correction. Guides disagree on the best values[2]: test them with a friend or in a demo.

Do not stack two spatializers. In-game HRTF on top of Windows Sonic, Dolby Atmos or a headset's "virtual 7.1" processes sound twice and blurs positions. A headset only has two drivers: virtual 7.1 is a software simulation. Some players like it, others find it muddy; if the game has its own HRTF, turn virtual surround off.

Setting up your headset, Windows and the game

  • Connection: wired, or 2.4 GHz wireless with its dongle. Bluetooth usually adds noticeable delay.
  • Windows in stereo, without "Loudness Equalization" (in audio enhancements): it brings quiet and loud sounds closer, so distant steps stand out but you lose your sense of distance.
  • Equalizer: boosting mids and highs makes footsteps stand out, but makes gunfire and explosions harsher and more tiring. Change a little at a time.
  • Music and voice: mute in-match music, lower team voice so it does not cover footsteps.
  • Volume: loud enough to hear distant steps, without hurting during gunfights. Long listening at high volume damages hearing permanently[3]: take breaks, and do not turn the volume up to make up for a poor setup.

Training your ears

  1. With a friend on a private server: one moves, the other closes their eyes and points to the direction. Change floors and distances.
  2. Rewatch your games with sound: note the moments when you misread a noise.
  3. Play one game with a single goal: call out every sound you hear to your team. You will quickly learn which ones matter.

Key takeaway: a clean audio setup (stereo, a single spatializer, no loudness equalization), then a lot of active listening. Interpretation matters more than the headset.

Sources

  1. Riot Games: VALORANT patch notes 2.06 (HRTF)
  2. csdb.gg: CS2 sound and audio settings guide
  3. WHO: Deafness and hearing loss (fact sheet)