What?s up guys, Rogue-9 here and in today?s video I want to walk you through some of the sound propagation quirks in Rainbow Six Siege. If you watch pro league regularly you may have noticed that their defensive setup quite frequently includes shooting out a wall with a shotgun before reinforcing over it or hitting or shooting out windows in certain locations and what I want to do today, is basically explain why these things are done, what the benefits are and to also demonstrate exactly how the sound propagation engine works when it comes to creating holes in walls, barricades or windows! The video will cover the basics as well as going over some of the oddities in Siege and even kind of a bug I found while testing for this video.
So let?s go and take a look! A lot of the little sound propagation tricks and quirks that I will be highlighting in this video have been discovered by the pro players and used in pro league for quite a while, so watching the pros play is not only entertaining but also really educational when it comes to Siege! As you will know, the Pro League Season 10 finals are about to go down in Tokoname, Japan this very weekend and that is once again made possible by amazing sponsors like Predator Gaming. They are the gaming focused brand of Acer and they are also the official PC and monitor partner of the Rainbow Six Pro League and Majors and if you attended the last event in Raleigh, you might have been lucky enough to get to try out some of their unbelievable gaming hardware.
I mean, check out the Thronos, that thing is insane! When it comes to gaming, Predator has you covered with top of the line Laptops, PCs, Monitors and literally any peripheral you can think of: mice, headsets, keyboards, portable hard drives, chargers and more! You can check out some of their best products at acer.com/r6, like for instance the Predator Triton 900 laptop that comes with a uniquely adjustable 17-inch, 4k resolution IPS touch screen display! Or maybe you?re looking to upgrade your desktop setup, then the Orion 5000, outfitted with the latest GeForce RTX GPU and 9th Gen Intel Core processor is the powerhouse that will meet all of your gaming needs.
Combine this PC with the X27 4k, 144Hz HDR monitor and you will be set to play games in stunning graphics and at high frame rates for many years to come! So many thanks to Predator for supporting the Rainbow Six pro scene. Check out acer.com/r6 for more info! Now looking at sound propagation strats in Siege, let?s start out with the somewhat counterintuitive behaviour of shooting out a wall and reinforcing over it. Why should you do this? Let me demonstrate! Here you can see a 3 armour operator moving immediately on the other side of a regular breachable drywall and in situations like this; you will basically get no sound queues whatsoever. But when you open up part of the wall you will of course get perfect sound, as if the other operator is moving around in front of you and now if you reinforce over the top of this breach in the wall, you know what, let me just show you! With the metal reinforcement in place, he sound is a bit muffled but still a lot better than if you left the wall intact and just reinforced over the top of it.
So that?s the basic lesson here. If you are ever going to be playing next to a reinforced wall and you want to be able to hear the enemy approaching from the other side, it is worth damaging the wall first before you reinforce but there is a little more to it than just that. Sound propagation in Rainbow Six Siege is quite complex and sometimes finicky and in some cases, it just doesn?t quite work the way you would expect it to or the way I suspect it is supposed to. Let?s start with some simple stuff. Breaches in walls need to be of a certain size before you start to get the maximum benefit out of them. A single punch hole is better than no hole at all, sure but punch holes are actually really bad at conveying sound. Here check this out! As you can see, even if you waste a lot of time putting dozens of punch holes into a wall, the sound is still muffled and you don?t really get the full benefit of what a single shotgun blast can deliver in a split second. And in fact, shooting holes into the wall with regular firearms is far better than punching holes, even if the holes end up being the same size.
I tested this by shooting into a wall with a pistol and these three holes are roughly the same size as three punch holes side by side but if we compare the sound propagation, you will notice that the pistol holes are far more effective! But again you are going to be spending a lot more time and ammo on getting the wall set up than you would with a shotgun. Single bullet holes, by the way or breaches on only one layer of the standard double layered walls we get in Siege will not let any sound through at all. See here an example of me putting literally hundreds of holes into a wall and even some minor breaches on one side and yet we get no sound propagation at all! So if you want to prep a wall for better sound propagation, a shotgun, impact grenade or at a pinch a nitro cell if you really have no other option are the best tools you have at your disposal and regular firearms (even though they are not optimal) will still work better than punch holes.
The technique of prepping a wall for better sound propagation before reinforcing is especially useful on maps where you will be bandit tricking the wall such as Club House, Consulate or Chalet. And so far so good, that kind of makes sense for the most part. Here is one odd behaviour though that I can only describe as a bug or at least counter intuitive. On some maps, you will have high ceilings and the wall reinforcements will not reach all the way to the top of the wall. Now if you shoot out the soft part at the top of the wall, the expectation would be for sound to pass through there without issue, right? But the way the sound dampening effect of the reinforcements works is that it will create a barrier from floor to ceiling, even if there is a gap at the top of the metal panels. Check this out, as soon as the reinforcement goes up, the sound becomes muffled, even though the holes are not actually covered. If we approach things from another angle and reinforce the wall first, before then shooting open the top, we basically still end up with the same result: we get slightly muffled sound as if the metal barrier extended all the way to the top.
This can be quite useful if you ever forget to shoot the wall out before reinforcing, you can still get the top part and achieve the same effect as if you had prepped the wall beforehand; although of course the best thing to do, is to get used to the idea of opening a soft wall up before reinforcing, at least when that extra bit of sound is important like for bandit tricking, as mentioned before.
The next somewhat odd sound behaviour is caused by Mira windows. If you reinforce a pristine soft wall and then add a Mira window, the wall is still 100% sound proof. But, if you shoot out the wall first and then reinforce, you first get the muffled sound as we have already established and if you then add a Mira window, the window will actually let sound through perfectly, as if it was completely open.
This effect can also be achieved in retrospect, if the soft wall on the other side of the reinforcement is destroyed after adding the window. So not only will Mira let you see through a reinforced wall, she can also give you perfect sound propagation, as long as you shoot out part of the wall! Next up are barricades! Whether they are on windows or doors, wooden barricades will always let some sound through, even when they are completely intact. As with soft walls, individual bullet holes will not affect the sound propagation at all. But what is different to regular walls is that even just removing one piece of wood from the barricade already makes a huge difference in terms of how much sound it will let through and hitting the barricade will basically have the same effect as shooting out a piece.
Removing more pieces of wood seems to very subtly improve the volume of the sound you get coming through but at the end of the day, the difference is almost unnoticeable and a single piece taken out will be plenty when it comes to providing you with better sound queues. Interestingly, Castle?s bullet proof panels will also let more sound through when you start punching holes into them (even though those holes don?t go all the way through). In my tests, the amount of sound that comes through increases with every strike until you have put at least 6 holes into the panel after which you basically get the full sound coming through without it being muffled. Prepping castle barricades for run-outs or jump-outs is a long standing strategy but if you ever find yourself in a situation where you really want to hear what is going on on the other side of one of these bullet proof panels then six or seven strikes will be plenty to give you perfect sound propagation.
And now, last but not least, glass windows. If you had to guess how many of the 21-ish maps in Rainbow Six Siege feature glass windows, how many would you say? Leave your guess in the poll in the top hand corner now! Why do I say that the game has 21-ish maps? Well, certainly during Operation Ember Rise (which is when I am making this video) the official list of maps on the Rainbow Six website lists 20 maps, because Bartlett University is missing. The only way you can currently play Bartlett is in either T-hunt or custom games and I am assuming that that is going to stay that way for the foreseeable future and so it makes sense that this map is no longer listed on the website.
If you look up the list of maps in the game though, you will also find only 20 maps because Theme Park has been missing for the entire season so far. This map did of course come up in the special Halloween event and will also be returning in a reworked fashion next season but as of right now, it?s just not in the game at all. So, you should now have had enough time to make your guesses if not, choose now because (spoiler alert) the answer is twelve! Twelve maps in Rainbow Six Siege feature glass windows and they are: Bank, Bartlett University, Chalet, Coastline, Consulate, Fortress, Hereford, House, Kanal, Oregon, Villa and Yacht. Why is it important to know this? Well, the window panes in the game are 100% sound proof and there are many locations on most of these maps where it can actually be pretty useful for the defenders to hear what is going on outside, especially when you are on the 2nd or 3rd floor and you might want to know if there is an attacker rappelling outside. The takeaway here is that if you are ever playing on one of these twelve maps and you are playing as a defender in a room that has windows leading to the outside, it might well be worth breaking the glass during the prep-phase.
If you do so, it will also be worth leaving a hole in the wooden barricade on the inside because that will of course improve the sound propagation even more. Just make sure you don?t end up getting spotted and taken out through this hole, because that would be kind of counterproductive wouldn?t it? Worst case scenario, if sight cover is really important, you could always just shoot through the barricade at different points until the glass breaks and then smack the barricade somewhere right at the bottom, so that you get the maximum sound volume but without giving the attackers a line of sight.
But really, it only takes the attackers a couple of shots to start opening up the barricade from any distance anyway, so this extra precaution is probably not that valuable. And yes, that?s maybe one more detail worth mentioning: you can get exactly the same sound benefits if you take out a piece of wood from the bottom part of a window barricade, even if this doesn?t actually lead to a hole going all the way outside. But whatever the case, breaking glass windows is something you should definitely make part of your prep-phase routine because it will allow you to hear approaching attackers and provide your team with useful intel on their movements. I have seen several pro players arguing that it would be a good idea to remove glass windows from the game altogether, just to provide more consistency. The counter argument is of course that this would take the game one more step away from real life, so we are back to the age old argument of immersion and realism versus competitive integrity and fairness.
I personally do appreciate realistic details in games a lot but for a competitive game like siege, I tend to agree that having less clutter, fewer dark hiding spots, less sound pollution (good riddance to the sprinkler system in Bank) and fewer odd things like completely sound proof windows, is probably for the best. What are your thoughts on this debate? You know the drill: poll, top right hand corner of your screen, now! And that wraps up everything I wanted to demonstrate in this video in terms of sound propagation through reinforcements, barricades, walls and windows. Hopefully some of these tips and details were new to you and with that; thank you for watching, I hope you enjoyed the video and I will see you in the next episode!