Feature Extras: Distant Sirens
Development

Feature Extras: Distant Sirens

RJ_RayJay
RJ_RayJay
April 15, 2026 at 9:58 AM
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Feature Extras: Distant Sirens

One of the quieter (well, louder...) immersion improvements we've rolled out is a system we're calling Distant Sirens.

What it does

Whenever an officer activates their lightbar and sirens, their position is continuously broadcast across the server. Any player within range will begin hearing ambient police audio (chirps, horn blasts, and wails) projected from the direction of that vehicle, even if it's nowhere near your screen's render range.

As the vehicle gets closer, the volume and projection naturally increase. The moment the squad car actually enters your rendered area, the ambient distant audio cuts out automatically and the real vehicle siren takes over seamlessly. Also yes, we've fixed desync'd lights/sirens not playing properly once a cop car enters into rendering range from outside of it.

Why it matters

Previously, a police car could be screaming through an intersection half a block away and you'd hear nothing until it practically drove through your front door. Now the audio environment tells a story before the visuals do. You might hear a siren growing louder from the north, slow down, and spot lights flickering in your side mirror. That buildup is exactly the kind of ambient tension that makes street-level RP feel alive.

The details

The system uses directional 3D audio: Sounds are projected onto a point in the world between you and the broadcast vehicle, so FMOD handles stereo panning (left vs. right ear) and natural volume falloff automatically. A randomized clip pool with back-to-back repeat prevention keeps the audio varied rather than looping the same tone. It works entirely off network data, so you don't need to have ever seen the vehicle for it to work. An officer running code across town will reach your ears before they reach your screen.


Last updated: Apr 17, 2026