Everything You Need to Know About Sound in CS2

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did you know that outside of a certain range suppressed guns make zero noise this is indicated in the mini map on the top left however unsuppressed guns will reach a minimum level of volume that can be heard throughout the entire map this map of wide loudness is indicated by a big white ring that appears around your mini map I'm going to tell you everything you need to know about sound and CS2 right after a word from the sponsor of today's video skins monkey skins monkey is a trusted automated CS2 trading site it's super easy to use all you have to do is pick something in your inventory check how much it's worth and then go get something new from the monkey what's also super nice is the filters you can use to narrow down your searches you can either use your skins to trade for new ones or deposit money with their 30% bonus offer this becomes 35% when you use my code Wilson please use it using my code you can also get up to $5 for free the use my code Wilson link is in the description when I first started playing CS goo I was told that switching between your gun knife and utility will make noise this is actually not true it makes zero noise for enemies but this loud ass airplane on Dust makes a ton of noise what also makes noise is dropping your gun and it's actually pretty surprising how far away you can hear somebody drop a gun from once that gun is on the ground picking it up will make a noise if you are making noise vice versa if you're shift walking or standing still picking up that gun won't make a sound I've been told before that the little taptap you do with your dueles when you inspect them makes a sound that opponents can hear this is not true and opponents can't hear any inspect for any gun what opponents can hear are scope sounds when you Scope your mini map will show the range in which your enemies can hear you both the A and the SG make scope sound so your opponents can hear something I bet you've heard before is that attacking a surface with your knife will make a really loud sound that like everybody on the map can hear as you can tell this actually isn't true in fact the sound of this has a smaller range than the sound of your footsteps swinging your knife around in the air also makes a sound for your opponents now let's talk about reloads reloading has the same sound radius as footsteps so if somebody can hear you run then they can hear you reload quick switching during your reload does not make your reload faster but it does cut off the sound of your reload you can tell someone is fake reloading with an AK because it'll only make the first sound of the reload and not the second it's harder to tell if somebody is fake reloading with an A1 because you can quick switch reload the A1 and only make one sound however there is one tell with a quick switch reload the mag will drop on the ground with a fake reload the mag doesn't drop on the ground your enemies can tell when you're low on ammo because guns start to make a little echoey rattly sound as the magazine is depleted firing the Zeus can be heard across the map but the recharge sound it makes has a smaller radius than your footsteps removing your suppressor and putting your suppressor back on is silent for opponents you hear how silent that is that's pretty silent while I was testing reloads I noticed is something pretty weird if you look at the mini map right after you shoot the op it'll show a sound radius for the lever being pulled back this does not make a sound for opponents so I'm not sure why it shows up on the mini map like that my theory is that valve was going to allow opponents to hear that sound as a kind of light Nerf to the op but maybe they didn't do it let me know what you think can you fake drop from a ledge by tossing a gun sort of it really does just sound like you're dropping a gun but maybe In the Heat of things or if somebody's further away it could sound like somebody's dropping what you can do to cover the sound of your drop is to shoot your gun right as you hit the ground one random thing is that if you completely run out of ammo and still left click you make a sound that's as loud as your footsteps that's the end of the gun segment let me know if I missed anything I'm sure there's a bajillion things that I did let's move on to movement let's test your listening skills is someone jumping up to heaven from outside right now yes jumping makes a sound for your opponent but it's very airy and very quiet now how about falling does falling from different elevations affect the loudness of the drop well it really doesn't seem to how about that squelching sound you hear when you drop from a height that results in Fall damage it appears that this sound actually has a smaller radius than the actual sound of dropping as you can tell from this clip I can't hear that squelching sound but when I get closer I can running on different surfaces doesn't really result in any different kind of loudness it's more so the type of of sound it makes could be more distinguishable from the background noises of the map for example this railing because it's high tiny sound it's easier to hear when it's quieter than the low Bassy thud of running on concrete by the way throughout my testing those circular sound ranges that appear in your mini map are scarily accurate towards the edge of the circle the sound is very quiet and right outside of the circle the sound is completely unhearable this was true for essentially everything reloads running scoping shooting with a suppressed gun however there's one thing that didn't feel accurate with this circle tell me if you can hear the difference between these two clips when you run in water your mini map will show a second much larger sound radius for your footsteps the te agent in this clip is positioned in between the footstep radius and the added a larger running and water sound radius however it seems like this sound radius doesn't make a sound or is at least very very quiet the only way to jump out of water silently is to hold ship sh if you crouch and then jump it's going to make a splash sound and if you're not holding shift it's also going to make a splash to drop into canals silently you can Crouch fall off the ledge and then uncrouch before you hit the water for some reason this one side of canals was way easier to do it on than the other side despite them being the same exact hype as expected shift walking and Crouch walking into and out of canals doesn't make a sound silent peeking In and Out of Water however will make a sound which by the way I should explain what silent peaking is silent peaking allows you to cover a small amount of space while not holding shift or Crouch I'm not 100% sure but it seems like once you pass a certain percent of your max velocity with whatever gun knife util whatever you're holding that's when you make a footstep so if you stay under that velocity then you won't make footsteps however if you do this when entering or exiting water it will make a sloy sound hey here's something weird this is silent right well here's the opponent's perspective for some reason this one spot on Ancient when you walk into the water water and te- spawn over these wooden bars makes a sloshing sound for your opponents but is silent from your perspective this sloshing could be heard from bottom mid without you even knowing about it if you're a fellow ladder hater like this video And subscribe right now okay let's talk about ladders ladders make a very distinct noise from your footsteps so it's important to know how to be silent on ladders to get up a ladder as fast as possible while being silent look up and diagonally and tap W plus the key that is pointed towards the ladder to get down a ladder silently and quickly you can fall next to it and then tap a movement key into the ladder which will stop you and then you can shift walk down or do the same tapping method as I described previously now let's talk about the all important bomb dropping the bomb makes a distinct beep sound so that your opponents know that you just dropped the bomb on the ground picking the bomb up off the ground acts in the same way as picking a gun up off the ground does if you run over it it will make a pickup sound but if you shift or Crouch walk over it it won't also you can't stand still to pick up the bomb you have to move over it this works the same way for diffuse kits now let's look at how to cover the sound of diffusing with different pieces of util [Music] as expected H grenades and flashbangs are most effective due to their deafening quality ities also for some people may have thought this shooting a op at the same time as diffusing doesn't really cover the sound the bomb when planted on a site makes a higher pitched beeping noise than it does when it's planted on B site one of the biggest misconceptions about sound in CS2 is that of grenade pins the only piece of util that makes a sound before you throw it is the tside molotov every other piece of utility in this game does not make a sound when you unpin the grenade they all make a sound when you throw them but nothing when you unpin them the mini map will show that you make sound when you light up your Molotov but it doesn't show that you make sound when you throw your grenades there should should be a ring indicator on the mini map when you throw grenades to tell you that you make sound when you're throwing these grenades but there isn't so valve please fix grenade quick close your eyes and tell me if this grenade hit somebody grenade it did did you get it right how many times have you and your team grouped up in the back of apps just for a nade to come in and then your teammate to say oh they know that we're all here because they heard the grenade hit everybody and now they have all the info in the world we're screwed well maybe I'm stupid or I have bad hearing but to me it's really hard to tell if your nade hits somebody I'm actually not sure if there even is a sound indicator here but I'll let you be the judge I cannot tell and this has been a thing forever that I've been embarrassed to say that I I don't think that's a thing or that I've never been able to tell I don't know what do you think play those sections back and tell me what you think you can tell for the most part what kind of piece of util has been thrown based on how it sounds when it hits a wall or the floor flashbangs and decoys actually make the same sound when they bounce against surfaces back in CSG go it felt like you could hear somebody open a door break glass throughout the entire map but this has changed in CS2 you can't hear squeak open from Secret you can't hear it from most of ramp and you can't hear it even from the back of Heaven breaking open the vent actually seems to be louder than opening squeak what about the glass and control room you can hear it from most parts of the map but you can't hear it from garage or deeper outside if you're curious about sound settings this is what I used throughout this video and this is what I use every day when I play this game how did I get to these settings well I watched nard here's video I don't think I could do a better job of explaining what these settings do and how to find what's comfortable for yourself better than this video does so go check that out thank you for watching my video please comment what I missed please like this video and also please subscribe I pump out cool videos I stream here on YouTube uh I would appreciate it a huge huge thank you to my channel members thank you for supporting me and allowing me to be a goober on the internet who tests goofy things like sound in a video game I appreciate you guys have a wonderful day and good luck and have fun in all of your future games
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Channel: WilsonCS2
Views: 21,951
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Keywords: CSGO, CSGO NADES, CSGO FLASHES, OVERPASS, INFERNO, MIRAGE, NUKE, VERTIGO, CS2, CSGO SMOKES, CSGO MOLLY, CSGO TIPS, CSGO TIPS AND TRICKS, improve at cs2, how to improve at cs2, cs2 pro tips, cs2 pro guide, counterstrike 2, counter-strike 2, counter strike 2, cs2 tips and tricks, csgo tips and tricks, counter strike 2 tips, cs 2, cs2 rank, confidence, cs2 rank up guide, cs2, cs2 tips, cs2 guide
Id: bQrm_QbsKzQ
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Length: 15min 12sec (912 seconds)
Published: Mon May 13 2024
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