- Glass breaking (range: 12 m)
- ECM feedback (range: 100 m)
- Gunshots (range: 25 m when enemies shoot, usually 45 m with player weapons)
- Gunshot impacts (range: 1/4 of the gunshot noise)
- Grenade/Flashbang explosions (range: 100 m)
- Trip mine explosions (range: 50 m)
- Taking fall damage (range: 2.5 m)
- Civilian screams upon becoming uncool and at various other times (range: 2 m)
- Footsteps by a sprinting criminal (range: 4.5 m, sometimes 4.5 m * sqrt(2) = 6.4 m)
- Civilian or enemy screams when experiencing moderate or heavy hurt or death (range: 6 m for clients without Shinobi or Hidden Blade aced, else 0.25 m with Shinobi aced, 0 for host without Shinobi aced). Even handcuffed guards scream. Non-lethal melee attacks against civilians cause no scream.
In contrast to the other noise sources, footsteps require line of sight: They do not propagate through solid walls, but they do propagate through glass. Just sprinting for a split-second is enough to alert people. The origin of the noise is your first-person camera.
Unless you shoot in the sky, every gunshot ends with a gunshot impact. The noise origin is the impact location. Technically, gunshot impact alerts are of the same type as gunshot alerts. As a result, gunshot impacts may cause alarm on day 1 of Big Oil, but they can also be used together with Control Freak to intimidate civilians.
IfWhen your gun has issued a gunshot alert (i.e. you have fired your gun), subsequent gunshot alerts by the gun will beare blocked for 1.5 seconds, unless the origin of the alert differs by more than 5 meters. Whether you fire your CAR-4 once or 15 times within 1.5 seconds to control civilians with Control Freak, they both issue just a single gunshot alert. There is a separate but pretty much identical block for gunshot impact alerts, where the 5 meters rule has a greater effect.
All player weapons have an alert range of 45 meters with the following exceptions: Brenner, KSP and. MG42, R93, Thompson, Queen's Wrath, Lion's Roar, minigun, Lebensauger have an alert range of 40 meters. The Thanatos has a range of 35 meters. The saw is a gun like any otheralso causes gunshot and gunshot impact alerts and has an alert range of 35 meters when not using up the blade (2 m if silenced), else 15075 meters (8.5 m if silenced). The flamethrower has an alert range of 300 m. The grenade launchers and RPG do not cause gunshot alerts.
All weapons with an alert range of 45 meters have their alert range reduced to 1 m when silenced (thus their gunshot impacts have a mere 0.25 m range). Weapons with an alert range of 40 meters or less (except saw) have their alert range reduced to 0 when silenced.
Uncool civilians cannot hear anything but gunshots (iand gunshot impacts) caused by the players.e Control Freak basic fully intimidates civilians when hearing a single gunshot alert. R93When hearing too many gunshots of players without Control Freak basic in quick succession, untied civilians will stand up no matter their intimidation level (only Dominator aced blocks this). This being said, due to the 1.5 seconds cooldown it is virtually impossible for a single player to make a civilian freak out and Thanatosflee.
Uncool enemies cannot hear anything but gunshots (and gunshot impacts) caused by the players. Technically, they were supposed to listen to explosions and glass breaking caused by the players as well. However, the function used by HE rounds, hand grenades and the grenade launchers explicitly claim that the cause of the noise is the group of civilians and enemies, but not the players. As a result, any alerts caused by that function are ignored by uncool enemies. Breaking glass also does not work correctly and is ignored by enemies. Thus enemies behave like civilians in that regard and will react to gunshots only (and maybe trip mines). Enemies prefer to target players whose alerts have been heard and may also decide to shoot due to alerts.