Treyarch details the new audio system in its latest blog post.
Call of Duty Black Ops Cold War will feature enhanced in-game sound, including support for 3D audio on next generation and PC, and a full acoustic model to deliver an authentic sound experience across all platforms. This allows sound waves to be delayed, reflected, and geometry obstructed with precision, dynamically changing as players and other sound sources navigate complex scenes.
There's also the integration of a new Threat Priority audio system that dynamically assigns higher priorities to direct threats during a firefight, so you always hear what you need to be successful. Shots are louder and sound different when an enemy shoots at you; directional steps help determine the proximity and position of your enemies above, below and around; directional cracks and bullet holes let you know where the greatest threats are; and improved occlusion provides more detail on the direction and distance of events all around you. On top of all that, the next-gen hardware supports some awesome 3D audio features, like HRTF on the PlayStation 5.
In the heat of a hectic multiplayer battle, these new audio systems clearly communicate where the danger is coming from at all times. In a game where sound can make all the difference between winning and losing, players will have all the information they need to win based on their awareness, knowledge of the map, and skill.
On next-gen consoles, gamers can expect 120Hz support for reduced input latency and a smoother gaming experience, and hardware-based ray-tracing will be possible on the next generation, as well as DirectX ray-tracing on PC for more realistic lighting and shadow effects. And on PlayStation 5, haptic feedback and HRTF 3D audio will deliver the most tactile combat experience yet in a Black Ops game.
This new audio system sounds extremely promising. Throughout the Modern Warfare cycle, players often got frustrated at the quality of the audio within the game due to players being unable to accurately track the movements of players and footsteps often being far too loud.