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Current revisionEdited Feb 22 by Alip Aldo
<h1>Yes, you can!</h1><div>Tibia's can!</h1><p>Tibia's sound is surprisingly rich! It seems you're able to hear up to two tiles beyond your viewport.</div><div></div><div>Let's viewport.</p><p>Let's start with a simple experiment: <em>place a fire field and observe how the sound changes with distance</em>: it is very loud when standing next to the fire&nbsp;and it fades with the distance.&nbsp;When it's 1 SQM out of your screen, you can still hear it faintly. When it's 2 SQM to the right, it's still audible. You can check for a similar effect with a fountain etc. In short: if you can see a light effect, then you can hear it.</div><div></div><div>Now it.</p><p>Now let's make an experiment with a mob. Set up a fire wall to trap it, like with sheep on the screenshot:</div><div><img screenshot:</p><p><img alt="" src="https://www.tibiaqa.com/?qa=blob&amp;qa_blobid=5860880380124946135" style="height:394px; width:500px"></div><div>Now, width:500px"></p><p>Now, move an SQM to the left (the sheep is off-screen): you can still hear it fairly loudly. Now, take a step&nbsp;to the left (the main fire is off-screen, you see tops of the flames): ramp up the Ambience Volume and you'll hear the sheep's "meeah"! That's the limit, another step is too far.</div><div></div><div>Now, far.</p><p>Now, let's check some counter-hypotheses:<br>a) "It is purely location based". False:&nbsp;kill the sheep and the bloating is gone.<br>b) "The location counts present sheep". False: chase the sheep away to the McRoland's house. Now, you cannot hear a sheep in the barn, but you can hear it from the house.</div><div><img house.</p><p><img alt="" src="https://www.tibiaqa.com/?qa=blob&amp;qa_blobid=453708948041964712" style="height:230px; width:300px"></div><div></div><div>All width:300px"></p><p>All in all, it seems the <strong>sound distance of a mob is the same as of a fire: 2 SQM west/north and 1 SQM east/south</strong>.&nbsp;Thus, it is the same as propagation of light effects.</div><div></div><div></div><div>BTW effects.</p><p>BTW I've once attempted to play Dawnport blindfolded. I was really surprised to hear the fading of water streams as I walk and the howling wind of the outpost!&nbsp;</div>outpost!&nbsp;</p><p>Also, what is really creepy, you can hear another player moving stuff in their depot! This allows you to tell if someone is AFK or only pretends to be :D.</p>
Posted Feb 22 by Alip Aldo

Yes, you can!

Tibia's sound is surprisingly rich! It seems you're able to hear up to two tiles beyond your viewport.
Let's start with a simple experiment: place a fire field and observe how the sound changes with distance: it is very loud when standing next to the fire and it fades with the distance. When it's 1 SQM out of your screen, you can still hear it faintly. When it's 2 SQM to the right, it's still audible. You can check for a similar effect with a fountain etc. In short: if you can see a light effect, then you can hear it.
Now let's make an experiment with a mob. Set up a fire wall to trap it, like with sheep on the screenshot:
Now, move an SQM to the left (the sheep is off-screen): you can still hear it fairly loudly. Now, take a step to the left (the main fire is off-screen, you see tops of the flames): ramp up the Ambience Volume and you'll hear the sheep's "meeah"! That's the limit, another step is too far.
Now, let's check some counter-hypotheses:
a) "It is purely location based". False: kill the sheep and the bloating is gone.
b) "The location counts present sheep". False: chase the sheep away to the McRoland's house. Now, you cannot hear a sheep in the barn, but you can hear it from the house.
All in all, it seems the sound distance of a mob is the same as of a fire: 2 SQM west/north and 1 SQM east/south. Thus, it is the same as propagation of light effects.
BTW I've once attempted to play Dawnport blindfolded. I was really surprised to hear the fading of water streams as I walk and the howling wind of the outpost! 
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