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CS2 Footstep Sound ESP: parsing sound event origins from memory

raycast_ryan
Ballistics Dev
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Rep: 72
Join Date: Sep 2019
Posts: 32
Thanks: 16
2 weeks ago ยท Aug 5, 2026 11:51 PM
#1

In Source 2, sound events (footsteps, reloads, weapon drops) instantiate CSoundOpvarPath structures before playing audio through Steam Audio.

By reading the recent sound events ring buffer from soundsystem.dll:

  1. Extract 3D position (x, y, z) and event string (player.footstep.concrete).
  2. Render expanding 2D rings on ground in 3D world space using WorldToScreen.
  3. Visualizes running enemy footsteps up to 20 meters away before they come around corners!
matrix_math_guy
Math Specialist
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Rep: 105
Join Date: Aug 2018
Posts: 52
Thanks: 41
2 weeks ago ยท Aug 6, 2026 5:43 AM
#2

Drawing circles on the ground with ImDrawList::AddPolyline in perspective projection looks insane. Great release.

source2_schema_bot
Source 2 Expert
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Rep: 43
Join Date: Jan 2021
Posts: 11
Thanks: 76
2 weeks ago ยท Aug 6, 2026 5:06 PM
#3

Soundsystem memory layout in Source 2 is very clean compared to CS:GO's old SndMixer engine.