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Sound visualization features display visual indicators when specific in-game sounds are played, helping you track audio cues visually.

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

Location: Sound > Player Sound Visualization
Displays a visual indicator when player footstep sounds are played.

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
Implementation: ~/workspace/source/Source/Features/Sound/FootstepVisualizer.h:7

Bomb Sounds

Location: Sound > Bomb Sound Visualization
Displays a visual indicator when the bomb planting sound is detected.

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
Location: Sound > Bomb Sound Visualization
Visualizes the ticking/beeping sound of the planted bomb.

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
Location: Sound > Bomb Sound Visualization
Shows a visual indicator when bomb defuse sounds are played.

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

Location: Sound > Weapon Sound Visualization
Displays a visual indicator when weapon scoping sounds occur.

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
Location: Sound > Weapon Sound Visualization
Visualizes weapon reload sounds in the game world.

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

Core Mechanics

All sound visualizations share a common system:
  1. Sound Detection: The game’s sound system is monitored for specific sound events
  2. Panel Creation: When a sound plays, a UI panel is created at the 3D origin point
  3. Scaling: Panel size adjusts based on distance from camera
  4. Fade Out: Icons gradually fade and disappear after a set duration

Scale Calculation

Icon size is calculated using the formula:
scale = clamp(500 / (z / fovScale + 400), minScale, 1.0)
Where:
  • z is the distance from camera
  • fovScale accounts for FOV changes
  • minScale varies 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)
Implementation: ~/workspace/source/Source/Features/Sound/Details/SoundVisualization.h:5

Configuration Tips

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