When you don't need an audio mask ?

Perhaps that's what the audio masking mod actually does; break or disable a component that weapons sold on the open market are required to have by law. Or if not, that's how I'd headcanon it.
The suit has sensors that are able to convert vibrations on nearby surfaces into sound, in a similar manner to how a laser microphone can pick up sound on a window of a building a good distance away. This is how it is able to detect footsteps and other collision sounds like the maintenance hatch falling and clanging to the ground after being cut.

Audio masking as a weapon mod jams these sensors at the moment of firing the weapon in order to disguise the firing sound and prevent it from being picked up.
 
The suit has sensors that are able to convert vibrations on nearby surfaces into sound, in a similar manner to how a laser microphone can pick up sound on a window of a building a good distance away. This is how it is able to detect footsteps and other collision sounds like the maintenance hatch falling and clanging to the ground after being cut.

Audio masking as a weapon mod jams these sensors at the moment of firing the weapon in order to disguise the firing sound and prevent it from being picked up.

As an explanation that works for me, since it also accounts for why we hear things like simple objects dropping on the floor, even when it's a hard vacuum outside. When I started reading this thread I was wondering why on Mars there needed to be two different weapon mods to avoid unduly alerting enemies when firing. FDev's decision to go with a more intuitive approach to sound design makes it easy to forget that the outside areas of settlements have 0.1 bar of atmospheric pressure at the very most. As I understand it that's pretty close enough to being a vacuum compared to what we're used to here on Earth.
 
That's what I thought. Metatheurgist's advice seems pointless.
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