Overview
All sound visualization features work by detecting when specific sound events occur in the game and displaying a corresponding visual icon at the sound’s origin point in the 3D world. These icons:- Scale based on distance (closer = larger)
- Fade out over time after the sound plays
- Are positioned at the exact 3D location of the sound source
- Help identify sound locations when multiple events occur simultaneously
Player Sounds
Footstep Visualization
Footstep Visualization
Location: Sound > Player Sound Visualization
Configuration
Visualize Player Footstep Sound- Options:
Yes,No - Default:
No
Features
- Icon appears at the location of footstep sounds
- Uses a stomp/boot icon (
stomp_damage.svg) - Positioned above the sound origin point
- Scales with distance and fades over time
Use Cases
- Track enemy movement through sound
- Visualize footstep locations during replays
- Better awareness of teammate positions
- Accessibility aid for players with hearing difficulties
Technical Details
- Minimum scale: 0.4 (prevents icon from becoming too small)
- Positioned above origin for better visibility
- Fade away starts after a short duration
~/workspace/source/Source/Features/Sound/FootstepVisualizer.h:7Bomb Sounds
Bomb Plant Visualization
Bomb Plant Visualization
Location: Sound > Bomb Sound Visualization
Configuration
Visualize Bomb Plant Sound- Options:
Yes,No - Default:
No
Features
- Icon appears at bombsite location during plant
- Shows exact position of planting action
- Helps identify which bombsite is being planted
- Visual confirmation of plant audio cue
Use Cases
- Verify bombsite location from plant sound
- Track plant timing visually
- Coordinate rotations based on visual confirmation
Bomb Beep Visualization
Bomb Beep Visualization
Location: Sound > Bomb Sound Visualization
Configuration
Visualize Bomb Beep Sound- Options:
Yes,No - Default:
No
Features
- Icon appears with each bomb beep
- Located at the planted bomb position
- Helps locate the bomb visually through audio cues
- Frequency matches bomb beeping rate
Use Cases
- Locate planted bomb position through sound
- Visual confirmation of bomb presence
- Accessibility feature for hearing-impaired players
- Training tool for sound awareness
Bomb Defuse Visualization
Bomb Defuse Visualization
Location: Sound > Bomb Sound Visualization
Configuration
Visualize Bomb Defuse Sound- Options:
Yes,No - Default:
No
Features
- Icon appears at defuse location
- Visual confirmation of defuse action
- Shows exact position of defusing player
Use Cases
- Confirm defuse attempt location
- Track defuse attempts visually
- Coordinate team actions around defuse
Weapon Sounds
Scope Sound Visualization
Scope Sound Visualization
Location: Sound > Weapon Sound Visualization
Configuration
Visualize Weapon Scope Sound- Options:
Yes,No - Default:
No
Features
- Icon appears when players scope with sniper rifles
- Shows location of scoping action
- Helps track enemy sniper positions
Use Cases
- Identify enemy AWP/sniper positions from scope sound
- Track when enemies are scoping
- Better awareness of sniper threats
- Tactical positioning based on sniper locations
Reload Sound Visualization
Reload Sound Visualization
Location: Sound > Weapon Sound Visualization
Configuration
Visualize Weapon Reload Sound- Options:
Yes,No - Default:
No
Features
- Icon appears at reload sound location
- Shows when and where players are reloading
- Visual indicator of vulnerable moments
Use Cases
- Identify enemy reload timing
- Exploit reload windows for aggressive plays
- Track teammate reload states
- Better game sense and timing
Visualization System
How Sound Visualization Works
How Sound Visualization Works
Core Mechanics
All sound visualizations share a common system:- Sound Detection: The game’s sound system is monitored for specific sound events
- Panel Creation: When a sound plays, a UI panel is created at the 3D origin point
- Scaling: Panel size adjusts based on distance from camera
- Fade Out: Icons gradually fade and disappear after a set duration
Scale Calculation
Icon size is calculated using the formula:zis the distance from camerafovScaleaccounts for FOV changesminScalevaries by sound type (typically 0.4)- Result is clamped between minimum and maximum (1.0)
Opacity Fade
Icons fade out over time:- Full opacity during initial duration
- Gradual fade begins at
kFadeAwayStart - Complete transparency at
kFadeAwayDuration - Smooth linear interpolation for fade effect
Position Types
Sounds can be positioned:- At Origin: Icon placed exactly at sound source
- Above Origin: Icon offset upward for better visibility (used for footsteps)
~/workspace/source/Source/Features/Sound/Details/SoundVisualization.h:5Configuration Tips
Recommended Settings
Recommended Settings
For Competitive Play
Consider enabling:- Footstep Visualization: Track enemy movement
- Reload Sound Visualization: Exploit reload windows
- Scope Sound Visualization: Counter sniper positions
For Accessibility
Enable all sound visualizations to:- Compensate for hearing difficulties
- Play in low-volume environments
- Improve sound awareness training
For Training
Use sound visualizations to:- Learn sound cue locations
- Develop better game sense
- Understand sound propagation in maps
- Practice sound-based positioning
Performance Considerations
Sound visualizations have minimal performance impact:- Icons are lightweight UI panels
- Automatic cleanup after fade out
- Efficient sound detection system
- No impact on game simulation