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Positional Audio in Games — Settings That Actually Improve What You Hear

Surround processing usually makes footsteps harder to locate, not easier. Here's how positional audio works and what to enable.

DODan OkaforCompetitive & Settings Editor· 3 min read·Published · Reviewed by Marcus Reyes

The short answer

Good positional audio in games comes from stereo headphones with the game's own HRTF or spatial audio setting enabled, not from virtual surround processing which typically muddies directional cues. Dynamic range should be set to the narrowest option available so quiet sounds like footsteps are raised relative to loud ones, and any equaliser boost should target the mid-range where footstep frequencies sit.

Verified and last updated August 12, 2026.

Time needed
10 min
Difficulty
Intermediate
Read time
3 min

Most people trying to hear footsteps better buy a headset with more drivers in it. The setting that actually helps is usually already on their machine and switched to the wrong thing.

Virtual surround usually makes it worse

Simulating seven speaker positions in a pair of headphones adds reverb and processing that smears the timing and level differences your brain uses to locate sound. Plain stereo with the game's own spatial audio is generally more accurate. Test both — most people who do turn virtual surround off.

How you locate sound, briefly

Three cues, and it is worth knowing which your settings are affecting:

Timing difference between ears. Sound reaches the near ear first. This is the strongest horizontal cue and stereo reproduces it well.

Level difference between ears. The far ear hears it quieter. Also handled well by stereo.

Filtering by your outer ear. The shape of your ear alters frequencies depending on direction, and this is what tells you front from back and above from below. Plain stereo does not reproduce this at all, which is why front-back confusion feels like an inherent headphone limitation. It is not — it is what HRTF processing exists to fix.

The settings, in order

Ordered by effect on positional accuracy

Dynamic range is the underrated one. Games usually offer options named something like Night, Compressed or TV mode. Setting the narrowest range compresses loud sounds down and brings quiet ones up, which is exactly what you want — explosions are already audible and footsteps are not.

Equaliser, carefully

A gentle mid-range boost and a slight cut to deep bass helps, because footsteps and reload sounds sit in the mid-range while bass mostly masks them.

Avoid aggressive "footstep" presets. They distort everything and mask other sounds you need — reloads, ability cues, gunfire direction. Small adjustments only, tested in a game you know well.

Headphones: what matters

Accurate imaging and a relatively flat response. Not price, not driver count, not bass depth.

A modest pair of accurate open-back headphones usually outperforms an expensive closed gaming headset with heavily boosted bass, because that boosted bass masks precisely the frequencies carrying positional information.

Open-back designs generally image better because they do not create the internal reflections that closed cups do. The trade is that they leak sound and offer no isolation, which matters if you share a room.

What works

    What doesn't

      Key takeaways

        Frequently asked questions

        Is virtual surround better than stereo for gaming?

        Usually not, and this surprises people who paid for the feature. Most virtual surround processing works by simulating speaker positions and adding reverb cues, which tends to smear the precise timing and level differences your brain actually uses to locate sound. Plain stereo with the game's own spatial audio implementation is generally more accurate. Test both in a game you know well before deciding.

        What is HRTF and should I enable it?

        A head-related transfer function models how your head and ears alter sound arriving from different directions, which is how you locate things in real life. Games implementing it well produce noticeably better vertical and front-back positioning than plain stereo panning. Where a game offers it natively, enable it — the implementation inside the game engine has more information to work with than any external processing layer.

        Why can I not tell if a sound is in front or behind?

        Because front-back distinction relies on subtle filtering by the shape of your outer ear, which plain stereo panning does not reproduce at all. This is exactly the problem HRTF processing solves. Without it, front and back sound nearly identical and you are relying on other cues entirely, which is why it feels like an inherent limitation of headphones when it is actually a processing one.

        Should I use an equaliser?

        A modest one helps. Footsteps and other important positional cues sit largely in the mid-range, so a gentle boost there and a slight reduction in deep bass makes them more audible. Avoid aggressive footstep-specific presets — they distort everything else and can mask sounds you also need. Small adjustments, tested in a game you know well.

        Do expensive headphones help?

        Beyond a reasonable baseline, less than the settings do. What matters for positional audio is accurate imaging and a relatively flat response, not price or bass depth. A modest pair of accurate open-back headphones typically outperforms an expensive closed gaming headset with heavily boosted bass, because that bass masks the mid-range where positional information lives.

        About the author

        DO
        Dan Okafor

        Competitive & Settings Editor

        Dan played CS:GO semi-professionally in a regional ESEA Main roster between 2017 and 2020, and has hit Radiant in VALORANT in three separate acts. He now spends most of his competitive energy on the unglamorous side of the game: input latency, sensitivity consistency and warm-up routines that actually transfer.

        ESEA Main roster (CS:GO), 2017–2020VALORANT Radiant, 3 acts2,400+ hours of tracked aim-training data
        All articles by Dan

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