Back to Suggestions
56

Improve Positional Audio Accuracy

Under considerationby Michael · 31 Aug

Improve the directional and vertical accuracy of spatial audio. Sounds such as footsteps and bomb interactions can be difficult to locate, sometimes appearing to come from several directions or from the wrong floor. For example, inside Worn House, it can be unclear whether footsteps are coming from the stairs, the roof, the scaffolding, or a lower floor. Improving audio positioning would help players identify the direction and elevation of important sounds more reliably.

6 comments

  • Chad B07 Sept

    I don't think I'm enjoying this. I am literally thinking about refunding. The directional audio experience is unbelievably incorrect. Volume of everything sounds like the gain is on 1000%, way too much distortion. The server locations are world static.. locations? Massive dsync and hitreg doesn't fit the timing. Movement footsteps are so loud it's like an elephant is walking 100 feet away. Visually, the gun movement feels just designed for vr. Getting a nauseous after 1 hour of trying to enjoy. 7800x3d 9700XT 2k 165hz

  • yobanyvrod07 Sept

    New sound system is out.

  • John DOe07 Sept

    This should get more votes, often it sounds like someone is above me and coming towards me only to be in front of me. Sometimes it sounds like someone is to my right at my level, only to be to my right, but coming up stairs.

  • iShi14 Sept

    I believe there is a separate issue with BODYCAM's spatial audio that is related to, but distinct from, the existing feedback about unreliable footstep positioning. https://bodycam-suggestions.featureupvote.com/suggestions/734428/improve-footstep-audio-positioning-distance-falloff-and-lower-ownfootstep-volume The existing suggestion covers problems such as vertical positioning, distance, occlusion, and footsteps being difficult to distinguish. My suggestion is specifically about the way the game's 3D audio is spatialized between the player's ears. Sounds coming from off-center positions can feel excessively isolated to one ear. For example, a sound approximately 45° to the left or right in front of the player can be perceived as being almost entirely on one side. This makes it difficult to accurately judge its direction without turning toward the sound source first. I would like to suggest implementing proper HRTF-based binaural spatialization for positional audio, rather than relying primarily on conventional left/right panning. For a game that places such a strong emphasis on realism, positional audio should reproduce the acoustic cues that allow us to naturally locate sounds. HRTF-based binaural audio can use interaural time differences, interaural level differences, and frequency-dependent cues to create a more natural perception of direction. An off-center sound should remain naturally audible in both ears while still providing a clear directional cue. I am not claiming to know exactly how BODYCAM's current audio system is implemented. The issue is the resulting spatial perception: off-center sounds currently do not provide the natural directional information I would expect from a realistic binaural system. The goal is not to make directional audio less pronounced, but to make it more accurate and natural, so that the direction and movement of a sound can be determined from the audio itself without having to turn toward the source first.

  • Thibault Catimel21 Sept

    "Improve positional audio with proper HRTF-based binaural spatialization" (suggested by <Hidden> on 2026-09-14), including upvotes (1) and comments (0), was merged into this suggestion.

  • mister blah24 Oct

    im literally shocked this has so few votes. the whole point of body cam is to be as realistic as possible. there is no hud etc so audio is one of the key components to creeping and using your ingame senses. even with headphones and Spatial Audio the footsteps appear to come from everywhere. it is actually disorientating even with a 100 hours of play getting used to it. there are many times when you can't pin down the direction and should be able to, or in a trench and you can't tell if it is above or in a trench. this whole system needs revamping for accuracy, reward people listening, and possibly have settings that allow it to be tweaked to distinguish different parts of the sound related to other players.