CS2 sound cues
Every audio cue. What it means. What to do.
CS2 is an audio game more than a visual game. Master the cues — footsteps, weapon drops, AWP scope-in, bomb beep acceleration, defuse drill — and you climb past players with better aim. 27 cues catalogued.
Bomb cues (6)
- Bomb plant beep
Sound: Steady pulsing electronic beep
Tells you
A T started planting. Plant takes ~3.2s. After plant, the bomb timer starts (40s).
Action
CT-side: rotate immediately to the bombsite. Plant sound = round changing.
- Bomb armed
Sound: Higher-pitched insistent beep
Tells you
Bomb fully planted. 40-second detonation timer started.
Action
CT-side: enter retake mode. T-side: hold post-plant angles.
- Increasing bomb beep frequency
Sound: Beep accelerates — slow → fast over 40s
Tells you
The closer to detonation, the faster the beep. Final 5 seconds = nearly continuous.
Action
When the beep gets fast, defuse window is closing. Make the call now.
- Defuse start
Sound: Whirring, mechanical (like a drill)
Tells you
CT started defusing. With kit: 5s. Without: 10s.
Action
T-side: shoot the defuser. CT-side: tell teammates to clear angles for the defuse window.
- Bomb defused
Sound: Long descending tone
Tells you
Defuse successful. Round won by CTs.
Action
Round over.
- Bomb detonation
Sound: Massive boom + screen shake
Tells you
Bomb exploded. Round won by Ts.
Action
Round over.
Movement / Footsteps (4)
- Running footsteps
Sound: Sharp, rhythmic thumps
Tells you
Enemy is running (~250 u/s on most surfaces). They're moving fast — committing to a path.
Action
Pre-aim where they're heading. Running enemies often peek without stop-strafing.
- Walking footsteps
Sound: Subtle scuffs, near-silent
Tells you
Enemy is holding Shift to walk silently. They're close and trying to surprise you.
Action
Listen extra carefully — walking enemies are usually within 5m. Pre-aim chest height.
- Crouching movement
Sound: Slow, dragging scuffs
Tells you
Enemy is crouch-walking. Even slower than walking — extreme stealth.
Action
Almost always within 3m. Take a tactical pause and listen for direction.
- Jump + landing
Sound: Whoosh, then heavy thud
Tells you
Enemy jumped — usually because they're crossing a gap, surf-jumping, or entry-jumping.
Action
Pre-aim the landing spot. Jump-landing enemies have brief inaccuracy.
Grenades / Utility (5)
- Smoke grenade detonation
Sound: Metallic clink + hiss + thump
Tells you
A smoke just landed. The 17-18 second timer starts now.
Action
Note the position via radar. The smoke locks down a sightline for 17s.
- Flashbang explosion
Sound: Sharp pop + ringing
Tells you
Flash detonated. If you hear it but aren't blind, an enemy is — they're vulnerable.
Action
If your team flash hits them, push immediately. Window is 1-2 seconds.
- Molotov ignition
Sound: Glass shatter + roaring fire
Tells you
Molly burning. Lasts ~7s. If on plant, defuse is on hold.
Action
Check radar. If burning your defuse spot, wait or take a different angle.
- HE grenade explosion
Sound: Sharp boom
Tells you
HE just detonated. Up to ~98 dmg to unarmored, ~50-80 against armored.
Action
If you took damage, they know your position. Reposition immediately.
- Decoy gunfire
Sound: Random weapon-fire pattern (unrealistic spacing)
Tells you
A decoy grenade is firing fake weapon sounds. The "shooter" doesn't exist.
Action
Decoys have unrealistic fire rate — too fast for any real weapon. Don't pre-aim it.
Weapon sounds (5)
- AWP scope-in
Sound: Mechanical click + zoom whir
Tells you
Enemy AWPer just scoped in. They're holding an angle, ready to fire.
Action
Wait. They'll un-scope eventually or you can shoulder-peek to bait.
- Weapon drop
Sound: Heavy metallic clatter
Tells you
Enemy dropped a weapon — usually because they died, or they're passing it to a teammate.
Action
Two-drop sounds in 5s = a teammate passed a weapon. Eco-share intel.
- Reload
Sound: Magazine ejection + insertion
Tells you
Enemy reloaded — they've fired enough rounds to need a new mag. Approximately full HP loss to one of your teammates.
Action
During mid-round, if you hear a reload, push or peek now. They're vulnerable.
- Pistol slide pull
Sound: Sharp metallic snap
Tells you
Enemy pulled out their pistol — usually because they ran out of primary ammo.
Action
They're weakened — push if you have rifle / SMG.
- Knife switch
Sound: Quiet whoosh + sheathe
Tells you
Enemy switched to knife — usually for faster movement (knife = +30 u/s) or defuse prep.
Action
Knife-out enemy is almost always rotating fast. Listen for direction.
Environmental (5)
- Water splash
Sound: Heavy splash + ripple
Tells you
Enemy walking through water (Anubis water area, Train wagon). Identifies position.
Action
Water sound = enemy commits to that path. Pre-aim the exit.
- Metal floor footsteps
Sound: Clanging, ringing thumps
Tells you
Enemy on metal surfaces (Nuke vents, ramp, Train wagon roof). Metal is louder than concrete.
Action
Especially audible on Nuke. Use to track vertical position.
- Wood floor footsteps
Sound: Creaking, hollow thumps
Tells you
Enemy on wood (Mirage palace, Inferno coffins). Distinctive from concrete.
Action
Wood under apps on Mirage = enemy committed to apps push.
- Door opening
Sound: Wooden creak / metallic scrape
Tells you
Specific maps have doors (Mirage palace, Inferno bedroom) that audibly open.
Action
Door open in your direction = enemy committed to that route.
- Glass break
Sound: Sharp glass shatter
Tells you
Some surfaces (Nuke top, Inferno apps balcony) have breakable glass that produces audible cues when crossed.
Action
Glass break = enemy crossed that point. Pre-aim the next angle.
Voice / agents (2)
- Auto voice line
Sound: Bot/agent line ("Plant the bomb!", "Need backup!")
Tells you
CS2 plays auto voice lines for tactical events. Plant call, retake call, etc.
Action
Use these to communicate without typing. Toggle via voice_volume.
- Voice volume mute
Sound: (silence)
Tells you
You set voice_scale 0 — teammates muted.
Action
Useful for tilt control. Re-enable with voice_scale 1.