Competitive PvP
Based on the makers’ specs and my own testing where I say so.
How to use audio in a shooter
Check that left and right are right, use the game's headphone mode with one spatial setting at most, turn music down.
Updated 10 min readYuval Eizik
- pc
- headset

On this page
Good audio wins fights before you even see the enemy. In a shooter, sound is information. A step, a reload, or a door tells you where someone is before you can see them. Using it is three jobs. Make sure the headset puts sound on the right side. Set the game so steps are easy to hear. Then use what you hear to decide where the crosshair waits.
I play Zarya with a Razer BlackShark V2 HyperSpeed. Hearing a step before you see the player is part of both Battlefield and Call of Duty. The menu half, music against effects against voice, is on the game EQ page.
Test left and right
Put the headset on and set the volume low. Each button plays three short steps from one side. If the side you hear is not the side you pressed, fix that before any game setting.
Press Left, Center, and Right with the headset on, then pick what you heard.
| Noise | Information | |
|---|---|---|
| Headset | Never checked which side is which | Left, center, and right tested once |
| Game mode | Two spatial layers stacked | Headphone mode, one layer at most |
| Mix | Music as loud as the guns | Music down, effects clear |
| Windows | Sonic plus the headset 7.1 plus the game | Spatial sound Off, unless that is the one layer |
| A step | Heard, then ignored | Turned into where the crosshair waits |
Check the basics first
Before any game setting, the sound has to land on the correct side. A headset worn backwards, a swapped adapter, or a mono switch turns every cue into a lie. The test above takes ten seconds. Do it once on a new headset, and again if something starts to sound strange.
Mono audio is a Windows accessibility setting that sends the same sound to both ears. It is useful for people who hear in one ear. In a shooter it removes left and right. If every sound seems to come from the middle, check it first. In Windows 11 it is under Settings, Accessibility, Audio.
Default device matters. Windows can send the game to the speakers and Discord to the headset, or the other way around. If the steps are in the room and the team is in the cups, you will miss both. Set the headset as the output you play on, then test Left / Center / Right again.
Set the game, not five layers
Many shooters have an audio mode or preset for headphones. Try that first. The game already knows where each sound is, and that mode is built for two ears close to the speakers.
Spatial or virtual surround settings remix that sound to feel wider. Windows has its own, called Windows Sonic, and some headset apps add another. One layer can be fine if you prefer it. Two layers stacked, the game’s spatial mode plus Windows plus the headset app, process the same cue several times. That usually makes direction worse, not better. Pick one, or none, and play a few matches before you judge.
Microsoft’s path for the Windows layer, on How to turn on spatial sound in Windows, is Settings, System, Sound, the headset, Device properties, Spatial sound. Windows Sonic for Headphones is built in. Dolby Atmos for Headphones and DTS Headphone:X appear after you install Dolby Access or DTS Sound Unbound from the Store. Those Store listings are trials with in-app purchases. If the game already has its own headphone or HRTF mode, set this menu to Off first.
Headset apps often ship a “7.1” or “virtual surround” toggle. That is a third virtualizer. Microsoft’s audio path note, which the other spatial-sound explainers quote, is that hardware can process the mix again after Windows. Two remixes of a finished stereo stream are how a step smears. Turn the headset surround off while you test the game’s mode.
Then set the mix. Music down or off. Effects loud enough to hear a step across a room. Voice under that, so a teammate does not cover the sound of the person they are calling out. The EQ page walks through those sliders.
What HRTF is
HRTF is head-related transfer function. In air, your head, ears, and shoulders change a sound before it reaches the eardrum, and that change is how you guess direction, including some up and down. A game that offers HRTF, or a Windows spatial mode, is applying a stored version of those filters to two headphone channels.
It is not magic. Riot’s old VALORANT notes, which the spatial-sound explainers keep citing, said their HRTF used one set of measurements and might not feel natural at first. I do not play that game. The useful sentence is the same in any shooter: give a new spatial mode several matches before you judge, and do not stack it on another virtualizer.
Some engines always process this way and hide the checkbox. Others print Headphone, Night Mode, or 3D Audio. Read the game’s audio menu. The rule stays: one layer.
Windows also has Audio enhancements on the device page. Microsoft’s troubleshooting steps say to turn those off when you are isolating a problem. Do that for the comparison. One change at a time.
Sample rate is the other quiet setting the competitor pages mention. If the headset page in Windows offers 48,000 Hz and 44,100 Hz, pick one and leave it. Mismatched rates between the game and the device can add a convert step. Matching them removes one.
Hearing direction
Two ears are good at left and right. A step on your left is easy. Front and back are harder, because a sound in front and one behind can reach both ears in a similar way. Up and down are harder still. HRTF is the attempt to put some of those missing cues back. It still fails sometimes. The body still has to move.
The fix is to move. Turn a little toward where you think the sound is. If it shifts to one side, you now know whether it was in front or behind. If it is above or below, think about the map: stairs, a floor above, a balcony. A small turn and a look at the layout answer most of it. On Zarya I would rather turn the camera a few degrees than trust a “behind” that might be a hallway.
Distance is volume and clarity. A loud, sharp step is close. A soft, dull one is further away or behind a wall. Most games make sound through walls quieter and muffled, so a muffled step is often in the next room, not on the next street. That muffling is occlusion. It is the game’s geometry, not your EQ. A spatial layer on top of a muffled cue does not un-muffle it.
Speakers in the room are a different tool. They can play loud. They cannot put a step in one ear. Competitive audio here assumes a stereo headset.
Turn sound into a decision
Hearing a step is only useful if it changes what you do. The question is always the same: where will they appear, and when? A step on the stairs means the top of the stairs. A reload behind a wall means a short moment where they cannot shoot back.
Put the crosshair where the sound says they will come from, at head height. Then decide: wait for them, move to a better spot, or take the fight while they reload. Sound gives you the where. You still have to pick the what. Crosshair placement is that wait. A flick is what you pay when the wait was somewhere else.
The sound you make
You are heard the same way you hear. In most shooters, sprinting, jumping, and landing from a height are the loud ones. Walking or crouching is quieter in many games. Reloading, opening doors, and using equipment make noise too.
That is a choice, not a rule. Sometimes speed matters more than silence. When you are close to where you think the enemy is, slow down. When you know they are far, move fast. Making noise on purpose, somewhere you are not about to be, is a trick in some games. The basic habit is simpler: know when you are loud.
Voice is sound too. Open mic puts your chair, your keys, and UHJK into the team channel, and it can also leak into your own mix. Push-to-talk is the setting that keeps a teammate from covering a step. The rule is the same as music: voice under effects.
Battlefield and Call of Duty
Battlefield is loud. Vehicles, explosions, and gunfire across a wide map fill the mix. A step can be hard to hear under that. The useful sounds are often bigger: a vehicle engine and the direction it is moving, the sound of a fight starting at a flag, aircraft overhead. Listen for the fight that is about to reach you, not only the person.
Call of Duty is tighter. Maps are smaller and players are close, so steps matter on almost every corner. Over the years, the series has often had perks or equipment that make steps quieter. Check the current loadout menu for what exists now. If an enemy is silent when you expected to hear them, that may be the reason, and it changes how much you can trust silence.
Overwatch sits between those two on my desk. Abilities are loud on purpose. A step still matters around a corner Zarya is holding.
What audio does not fix
It does not aim for you. It does not tell you where every enemy is, and silence is not proof that nobody is there. A loud match, a teammate talking, or a quiet perk can all hide a step. Use what you hear when it is there. Look and think when it is not.
A more expensive headset does not replace the left/right test or the one-layer rule. If the cups work and the sides are correct, buy a new one only when a cup is dead or the seal is gone.
Windows extras that smear a step
The competitor audio guides keep a short Windows list. Do these as one-at-a-time checks, not a pile.
- Spatial sound: Off, unless that is the one layer you chose. Path above.
- Audio enhancements: Off while you compare. Microsoft’s own troubleshooting says so.
- Loudness Equalization: a Communications extra that flattens volume. It can lift a quiet step and also lift everything else. Leave it off for a match unless you already know you want it.
- Exclusive mode: some games want exclusive control of the device. If a Discord overlay or a browser steals the headset when you alt-tab, that checkbox is the fight.
- Output device: the headset, not the speakers, not a monitor HDMI sink you forgot.
Discord is voice. Put it on the same headset, below game effects, and use push-to-talk. An open mic on UHJK is keys in the team channel and keys in your own mix.
Headphones, not a 7.1 USB brick
A stereo headset is two drivers. A USB “7.1” dongle is often a virtualizer in the cable. If the game already places sound, that dongle is a second layer. Prefer a headset Windows sees as stereo headphones, then let the game or one Windows spatial mode do the work.
Open-back cups leak and let the room in. Closed cups seal. Which one is right depends on your room. Competitive steps want a seal that keeps the room out. A shared room wants the leak so you can hear someone talk. That is a household choice, not a rank.
In-ears are another seal. They can image well and they can fatigue. If you use them, still run the Left / Center / Right test. A single dead side is the same lie as a cup worn backwards.
Volume is a limit, not a skill. If you cannot hear a step, turn music down before you turn the headset up. If you still cannot hear it after the mix is right, the cue may be a quiet perk, a loud map, or a teammate. More volume will not create a direction.
Overwatch on my setup
Zarya is loud when she wants to be: the beam, the bubble, an ult you can hear across a point. Steps still matter on a corner I am holding. I play on the 1080p 240 Hz screen with the Razer BlackShark. Music down, one spatial layer, sides tested.
A teammate calling a flank is information only if it does not cover the flank’s feet. Voice below effects. If the call and the step disagree, look. Silence is not proof. A Winston who is already on you was a sound you missed, or a jump you treated as someone else’s fight.
If the menu has a headphone mode, that is the first layer to try. If it does not, stereo plus Spatial sound Off is the start. The EQ page covers the sliders.
Related: PvP, How to hold an angle, Tracking vs clicking aim, and how they differ, How to use cover in a shooter, Overwatch guides, aim tools.
Common questions
How do I hear footsteps better in shooters?
Turn the music down, keep effects loud, and use the game's headphone mode if it has one. A decent stereo headset is all you need.
Should I use virtual surround sound for gaming?
Usually not. Most games already position sound well in stereo, and stacking virtual surround on top can blur directions. Try the game's own headphone or HRTF mode first.
Why does all my game audio sound like it comes from the middle?
Mono audio is probably turned on. In Windows 11, go to Settings > Accessibility > Audio and turn Mono audio off.
Do I need an expensive headset to hear footsteps?
No. A working stereo headset and good in-game audio settings matter far more than price.
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