---
key: mechanic/voice-audio--family-22
type: mechanic
id: voice-audio--family-22
lang: en
title: 'Stealth, lures and noise control'
summary: >-
  The player changes action audibility, creates distracting noise or uses
  silence. Enemies respond to the sound cues available to them.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-22/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-22.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-22.md
aliases:
  - Controlling audibility
tags:
  - Voice and sound
  - Sound as information and material
sourceIds:
  - source-67d93faf2823c22c
  - source-e1ae9de4450dd6cd
  - source-6b71cdb735e912c0
  - source-4825d8f560caea10
sources:
  - id: source-67d93faf2823c22c
    title: Stifled
    url: 'https://blog.playstation.com/?p=195448'
    verifiedAt: null
  - id: source-e1ae9de4450dd6cd
    title: Lurking
    url: 'https://www.lurking-game.com/'
    verifiedAt: null
  - id: source-6b71cdb735e912c0
    title: Perception
    url: 'https://store.steampowered.com/app/426310/Perception/?l=english'
    verifiedAt: null
  - id: source-4825d8f560caea10
    title: 'Mark of the Ninja: Remastered'
    url: 'https://store.steampowered.com/app/860950/'
    verifiedAt: null
relations:
  - type: explains
    direction: incoming
    label: Understand the principle
    key: lesson/npc-perception
    title: NPC perception and target memory
    url: 'https://gamemechanics.pro/en/lessons/npc-perception/'
    jsonUrl: 'https://gamemechanics.pro/api/v1/knowledge/en/lesson/npc-perception.json'
    markdownUrl: 'https://gamemechanics.pro/content/knowledge/en/lesson/npc-perception.md'
placements:
  - catalogId: voice-audio
    id: family-22
    title: Voice and sound
    url: 'https://gamemechanics.pro/en/mechanics/voice-audio/#family-22'
    categoryIds:
      - material
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Controlling audibility
    description: >-
      The player changes action audibility, creates distracting noise or uses
      silence. Enemies respond to the sound cues available to them.
    image:
      src: images/mechanics/interface-mark-ninja-noise.webp
      width: 1280
      height: 720
      game: 'Mark of the Ninja: Remastered'
      sourceUrl: 'https://store.steampowered.com/app/860950/'
      originalUrl: >-
        https://video.akamai.steamstatic.com/store_trailers/860950/186745/1e7eeceedbb4b6a382dbc31c6cc079109f5f1a50/1750590484/hls_264_master.m3u8?t=1537890640
      sourceFrameSeconds: 50
      credit: Klei Entertainment
      rights: >-
        © Klei Entertainment. Frame at 50 seconds from the publisher’s
        Remastered trailer. Visible sound rings and guard reaction. All rights
        reserved; excluded from MIT and CC BY 4.0.
      caption: 'Mark of the Ninja: sound rings and a guard’s reaction'
      alt: 'Mark of the Ninja: sound rings and a guard’s reaction'
      markers:
        - x: 58
          'y': 58
          label: The guard’s overhead icon indicates a response to audible noise
    tips:
      - Show which sound was heard and who reacted.
    examples:
      - title: 'Mark of the Ninja: Remastered'
        url: 'https://store.steampowered.com/app/860950/'
endsAt: null
provenance: >-
  Original taxonomy adapted from user-selected design discussions; linked
  sources support specific examples, not the whole classification.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/voice-audio
---
# Stealth, lures and noise control

id: voice-audio--family-22
type: mechanic
key: mechanic/voice-audio--family-22
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-22/

The player changes action audibility, creates distracting noise or uses silence. Enemies respond to the sound cues available to them.

## At a glance

![Mark of the Ninja: sound rings and a guard’s reaction](https://gamemechanics.pro/images/mechanics/interface-mark-ninja-noise.webp)

[Mark of the Ninja: Remastered](https://store.steampowered.com/app/860950/) · © Klei Entertainment. Frame at 50 seconds from the publisher’s Remastered trailer. Visible sound rings and guard reaction. All rights reserved; excluded from MIT and CC BY 4.0.

[Source recording](https://video.akamai.steamstatic.com/store_trailers/860950/186745/1e7eeceedbb4b6a382dbc31c6cc079109f5f1a50/1750590484/hls_264_master.m3u8?t=1537890640), 50 s

1. The guard’s overhead icon indicates a response to audible noise

- Show which sound was heard and who reacted.

- [Mark of the Ninja: Remastered](https://store.steampowered.com/app/860950/)

## How it works

Manage audibility to gather information, evade detection or influence opponents.

## Variants

### Player audibility

<a id="family-22-branch-1"></a>

- Choose a quiet surface or movement method. <a id="family-22-branch-1-variant-1"></a>
- Move while an environmental event masks one's own noise. <a id="family-22-branch-1-variant-2"></a>
- Stay silent as a threat approaches. <a id="family-22-branch-1-variant-3"></a>
- Trade speed for reduced audibility. <a id="family-22-branch-1-variant-4"></a>

### Opponent behavior

<a id="family-22-branch-2"></a>

- Throw or activate a sounding lure. <a id="family-22-branch-2-variant-1"></a>
- Draw an opponent out of an area with sound. <a id="family-22-branch-2-variant-2"></a>
- Imitate a signal the opponent considers safe or familiar. <a id="family-22-branch-2-variant-3"></a>
- Create several sources to confuse a search. <a id="family-22-branch-2-variant-4"></a>

### Information and risk

<a id="family-22-branch-3"></a>

- Reveal oneself through sound to scout. <a id="family-22-branch-3-variant-1"></a>
- Choose signal range according to detection risk. <a id="family-22-branch-3-variant-2"></a>
- Conceal conversation from listening enemies. <a id="family-22-branch-3-variant-3"></a>
- Recognize sound lures used by an opponent. <a id="family-22-branch-3-variant-4"></a>

## Context and limits

A working design-space map: 27 families, 81 branches and 324 variants. Voice control, audio-based play and communication can combine or exist separately. Released-game examples support particular techniques; supplementary combinations are design proposals.

## Connected materials

- Understand the principle: [NPC perception and target memory](https://gamemechanics.pro/en/lessons/npc-perception/) (key: lesson/npc-perception)

## Sources and provenance

Original taxonomy adapted from user-selected design discussions; linked sources support specific examples, not the whole classification.

- [Stifled](https://blog.playstation.com/?p=195448) (id: source-67d93faf2823c22c)
- [Lurking](https://www.lurking-game.com/) (id: source-e1ae9de4450dd6cd)
- [Perception](https://store.steampowered.com/app/426310/Perception/?l=english) (id: source-6b71cdb735e912c0)
- [Mark of the Ninja: Remastered](https://store.steampowered.com/app/860950/) (id: source-4825d8f560caea10)

CC-BY-4.0 · gamemechanics.pro contributors
