Turn the volume up is the advice everyone gets for hearing footsteps, and it is also why so many players end up wincing at their own desk. Raising the master level does not make steps louder relative to anything else. It raises everything at once, gunfire included. The tuning in PullzeAudio exists because that approach is the wrong tool, and it is worth understanding what it does instead.
The Problem With Turning Everything Up
Game audio is not one layer you can scale. It is dozens of sources stacked on top of each other, footsteps, weapons, music, ambience and voice lines, all competing for the same output. Raise the level and every one of them rises by the same amount, so the distance between a step and an explosion never changes. The step was quiet next to the explosion before, and it is exactly as quiet next to it afterwards, now at a volume that is unpleasant the moment a fight starts.
Clarity Instead Of Volume
The tuning works on that relationship rather than on the overall level. Steps, door handles, reloads and similar cues occupy a fairly narrow band of the mix, well away from the low boom of an explosion and the broad crack of gunfire. Lifting the cues out of the range the rest of the mix sits in makes them easier to pick out without dragging everything else up behind them. Nothing becomes louder as a whole. One category of sound becomes easier for your ear to separate.
Why It Is Not Just A Fixed Boost
A permanent boost across the range where steps live would help a little and cost you something. It would also lift every other sound that shares that range, including ambience, distant movement and the parts of an explosion that overlap it, so the mix would sound busier without becoming clearer. The tuning responds to what is actually present in the signal instead of permanently raising a band no matter what is happening. That is the difference between amplifying noise and amplifying information.
Where It Sits In The Route
The lift is one part of a chain rather than the whole product, and the other parts are doing different jobs on purpose. First the bed comes down, because everything that is not a cue has to move before a cue can come up. Then the hold brings quiet passages and loud ones closer together, so a grenade does not reset your ears for the next ten seconds. That second part is what makes a long session comfortable rather than what makes it loud.
All of it is shaped around one output. A tune built on a reference pair is wrong on the headphones you actually wear, which is why setup asks which device you are listening on before it plays anything. The chain only works end to end, from the game into PullzeAudio Tune and out to the device you selected. Change one end and you are listening to a different result, which is why the app asks again after a new headset or a reconnected DAC.
What You Should Notice
- Cues separate from the background instead of blending into it.
- The overall level does not jump the way it does when master volume is raised to compensate.
- Loud moments stay comfortable, because gunfire and explosions are not pulled up alongside the quiet cues.
The short version is that hearing footsteps better was never a volume problem. It was a clarity problem, and clarity means knowing which part of the mix needs help instead of moving one dial that affects all of it equally. That is the idea the tuning is built on, and it is why the same settings still work in the next match rather than needing another round of adjustment.