Loud Noise Notifications
The Loud Noise Notifications are an integral core Game Mechanic in Dead by Daylight.
Overview
Loud Noise Notifications are used to alert the Killer to a Survivor rushing (i.e. holding down the Sprint button) while performing interactions with certain Props or failing Skill Checks.
Loud Noise Notifications have a comparatively large range and allow the Killer to even locate Survivors who are reasonably beyond the Killer's Terror Radius and careless with their interactions.
In rare situations, the mechanic is also used for Survivors to inform them of the location of a side-objective (e.g. the correct TV for their Cursed Tape).
Notification
A generic Loud Noise Notification is displayed on the Player's screen as a black bubble with red and orange accents within (mimicking the visuals of an explosion) and an explosion-like sound cue is played.
Some special Loud Noise Notifications replace the explosion visuals within the black bubble with a stylised 2D version of the Prop that the interaction was triggered on (e.g. Generators for Tinkerer, Crows for Spies from the Shadows
) or the silhouette of a Survivor (this last one is also known as an Aura-Flare-up and occurs when a Survivor screams and reveals their location).
If the location of the Loud Noise Notification is off-screen, its direction will be indicated by red arrows pointing towards it, telling the Players where to look for the black bubble.
Ranges
The range at which a Loud Noise Notification can be heard and seen depends on the type.
Most Loud Noise Notifications have a range that considerably exceed the average Terror Radius, with some essential ones even being unlimited.
If the Player intended to receive the Loud Noise Notification is outside of its range (assuming it has a range-limit), they will not be notified.
Repeatedly triggered Loud Noise Notifications have a buffer between them of 1 second.
Interaction | Range |
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Bear Trap Catch | Unlimited |
Bear Trap Disarmed | Unlimited |
Bear Trap Sabotaged (obsolete) |
Unlimited |
Chest Opening Rushed (obsolete) |
48 metres |
Exit Gates Powered | Unlimited |
Generator Completed | Unlimited |
Generator Failed Skill Check | Unlimited |
Healing Failed Skill Check | 64 metres |
Hook Escape/Rescue | Unlimited |
Hook Sabotaged | Unlimited |
Locker Entry/Exit Rushed | 48 metres |
Pallet Dropped | 48 metres |
Pebble Thrown (Diversion ![]() ![]() ![]() |
Unlimited |
Window Vault Rushed | 48 metres |
Unlockables
Perks (Killer)
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Deathbound | "Those whose lives are intertwined in darkness are destined to suffer together."
Whenever a Survivor finishes healing another Survivor for the equivalent of 1 Health State
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Discordance | Any Generator![]() ![]() ![]() ![]() ![]() ![]()
"Smartasses get killed. We always see to that." — The Legion |
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Dragon's Grip | Performing the Damage Generator action on a Generator![]() ![]() ![]()
Dragon's Grip has a cool-down of 60/50/40 seconds. "Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes |
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Friends 'til the End | "You will kill anyone who gets between you and your target."
When you hook any Survivors that is not the Obsession
"I got some fresh meat lined up, and I'm not gonna let you spoil it, not this time!" — Chucky |
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Hex: Face the Darkness | You make an example of one of your victims, forcing their allies to become awed by your power.
Whenever you injure a Survivor by any means, if there is still a Dull Totem
Hex: Face the Darkness deactivates once the Cursed Survivor either enters the Dying State Hex: Face the Darkness is disabled for the remainder of the Trial, if a Survivor manages to cleanse its Hex Totem "I shall make an example of one. These mewling worms will never know peace." — Tarhos Kovács |
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Hoarder | You protect what little you have and are perceptive to those rummaging through your stockpiles. Hoarder triggers a Loud Noise Notification for 4 seconds, whenever a Survivor performs any of the following actions within 32/48/64 metres of your location: Hoarder spawns 2 additional Chests in the Trial. |
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Infectious Fright | The cries of the unfaithful make your heart leap. Whenever a Survivor is put into the Dying State |
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Iron Maiden | Iron Maiden increases your Locker![]() ![]() ![]() Survivors who exit a Locker suffer from the following afflictions:
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Make Your Choice | Whenever a Survivor is rescued from a Hook![]() ![]() ![]()
Make Your Choice has a cooldown of 40/50/60 seconds. "You'd be surprised what tools can save a life." — Amanda Young |
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No Way Out | You are not going to let just anyone into the VIP room. For each Survivor you hook for the first time, No Way Out gains 1 Token.
"That sound when you bleed... let me hear it again." — Ji-Woon Hak |
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Rancor | Each time a Generator![]() ![]() ![]()
Once the Exit Gates
You can only be obsessed with one Survivor at a time. |
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Scourge Hook: Hangman's Trick | Unlocks potential in your Aura-reading ability and your ingenious modifications to Hooks alert you of tampering.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
"No excuses, no equivocations... No crying." — Amanda Young |
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Spies from the Shadows | "Allows the Crows found in the environment to directly communicate with you."
Whenever a Survivor startles a Crow
"In the shadows they torment, scarring our minds with each scream." |
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THWACK! | Your prey is terrified by your relentless pursuit.
Start the Trial with 3 Tokens.
"All those who stood in her path feared her mighty THWACK!" — Sonhadores Sombrios, Issue #3 |
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Tinkerer | Whenever a Generator![]() ![]() ![]()
Tinkerer can only trigger once per Generator per Trial. "The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways." — Notebook |
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Ultimate Weapon | When they spot you, they know the end is near.
Opening a Locker
"I can't lie to you about your chances, but... you have my sympathies." — Ash |
Perks (Survivor)
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Bite the Bullet | Pain hurts you as much as anyone, but you would prefer others do not know that.
When healing yourself or another Survivor, you benefit from the following effects:
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Cut Loose | You get in enough trouble, you know how to get out of it.
After performing a Rush Vault action in a Chase, Cut Loose activates for the next 4/5/6 seconds:
Cut Loose has a cool-down of 45 seconds. "I know how we can get out of here! Quick, this way!" — Thalita Lyra |
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Deception | "Your adventurous lifestyle requires moments of crafty misdirection."
Press and hold the Sprint button while interacting with a Locker
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Diversion | After staying in the Terror Radius![]() ![]() ![]() When Diversion is active, press the Active Ability button while crouched and motionless to throw a pebble in the direction you are facing:
Diversion deactivates after use. "There's what is easy and then there's what is right. If you confuse the two, there's no telling what you become." — Adam Francis |
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Quick & Quiet | "You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers."
When performing a Rushed action to vault across Pallets
"They will never catch me!" — Meg Thomas |
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Red Herring | "You have noticed that people pay attention to whatever makes the loudest noise."
After repairing a Generator
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"The news edit out what is burdensome and complex. which is the truth." — Zarina Kassir |
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Technician | "You are apt at handling machinery with the greatest care and precision."
While repairing a Generator
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Trivia
- Loud Noise Notifications that have an alleged unlimited range are actually capped at 1E+09 centimetres, which is equivalent to 10,000 km, a bit less than the diameter of the Earth.
- Before Chests
were reworked and had to be searched instead of being unlocked, Survivors had two animations for closing the Chest lid when interrupting the Search action, a slow and a fast one.
- The fast animation could be triggered by holding the Sprint button and would cause Survivors to quickly slam the lid shut, which triggered Loud Noise Notification.
Video
Loud Noise notification and Aura-Flare-Up triggered by Madness![]() ![]() ![]() |
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