1. Share system audio
In Chrome or Edge, choose Entire screen and enable Share system audio. This is the simplest, most reliable way to send Rust audio to the local analyser.
2. The guard listens on your PC
Short segments are checked directly in your browser. Game audio, voices and Discord recordings are not sent to the server.
3. Receive an alert
When a raid sound is confirmed, Slx sends only the event and can alert you through your chosen channel.
Check an audio file in your browser
Your file is not uploaded. Audio Watch analyses it on your device using the same detectors that listen to the live game.
These four WAV files are synthetic. They are not Rust audio, so the detector should stay silent: it looks for the exact signature of the real game.
Choose a short WAV, MP3 or OGG game-audio clip, ideally containing a raid.
What we measured in real Rust audio
These features come from actual game recordings, together with the rules derived from them. The demo above uses the same rules, so you can check the numbers by uploading your own clip.
C4 beeps: a distinctive signature
An armed charge beeps before detonation. This sound proved deterministic: a pure tone at 4141 Hz (significant energy only within 4120–4160 Hz), with each beep lasting ≈96 ms, repeated every exactly 1.000 s, nine times in total, the last about 1.3 seconds before detonation.
The alarm triggers after 3 consecutive beeps matching that period. In our reference recording, this occurs at 2.14 s, with the explosion at 10.25 s , giving roughly 8 seconds of warning before detonation, while there is still time to react. A false alarm would require another narrow-band tone at exactly 4141 Hz, lasting about 96 ms and repeating precisely once per second several times in a row.
The explosion itself: how it differs from similar sounds
| Feature | C4 explosion | Rocket | Rocket launch | Music bass | Microphone bump |
|---|---|---|---|---|---|
| Energy below 80 Hz | 89 % | 70 % | 36 % | 100 % | 100 % |
| Spectral centroid | 78 Hz | 65 Hz | 627 Hz | 50 Hz | 45 Hz |
| Level at +0.4 s | 0.94 | 0.79 | 2.12 | 1.63 | 0.01 |
| Level at +1.2 s | 0.53 | 0.18 | 0.92 | 1.87 | 0.01 |
The first two columns are real explosions. The other three are false-alarm sources. Ratios are dimensionless, so results do not depend on system volume.
Sub-bass dominates
An explosion is primarily a hit below 80 Hz. Gunfire, voices, door slams and noise occupy higher frequencies and are excluded immediately.
The sound lasts
An explosion retains 79–94% of its peak level after 0.4 seconds. Clicks and microphone bumps die away in tens of milliseconds.
The sound decays
This separates explosions from music bass: the bass is louder at +1.2 seconds than at +0.4 seconds, while an explosion is always quieter. Without this condition, any bass drop would trigger an alarm.
All three conditions must hold. The decision takes about 1.4 seconds, which is the time needed to observe the decay.
The thresholds come from two confirmed recordings. They help reject clearly unrelated sounds, but the positive sample is small: the detector is more likely to stay silent on an unusually quiet or distant explosion than to raise a false alarm. This deliberately favours precision; a false alarm at night is costlier than missing distant gunfire.
About pre-trained models: we began with a convolutional network trained on procedurally generated audio. It failed on real recordings, labelling C4 explosions and rocket impacts as gunfire, and its output changed more with volume than sound type. Its metadata states that it had never seen real game audio. The live detection path therefore uses measured features rather than that model.
Hear it and alert you in time
Start Audio Watch
Click Enable, select Entire screen and share system audio. The guard handles the rest.
How it works Audio Watch
Does Slx record or upload my game audio?
No. Audio Watch checks short segments directly in your browser. On first use, the browser may download a small reference set of Rust sounds for local comparison, but your game audio is not sent to Slx or that catalogue. Only confirmed event details reach the server.
How accurately does the guard recognise Rust sounds?
Audio Watch is ready to use and needs no training from you. On first use, it adds comparison with real C4, rocket and weapon sound variants from Rust. Separate testing in real matches is not finished, so we do not publish an invented accuracy percentage.
What can Audio Watch hear?
It currently distinguishes C4, rockets, explosive ammunition and gunfire. Choose which sounds should indicate a raid and how confident detection must be.
Can I receive a Telegram call?
Yes. Premium can send a Telegram call for a confirmed alert if Telegram Calls are already connected to your account.
How many seconds before an explosion does it warn me?
About 8 seconds. Armed C4 beeps at a clear 4141 Hz tone exactly once per second, nine times in succession. The alarm activates after the third beep. In the reference recording, that is at 2.14 seconds, with the explosion at 10.25, leaving time to react.
How do you distinguish explosions from music bass or microphone bumps?
Three conditions are checked together, based on real recordings. An explosion has 70–90% of its energy below 80 Hz and retains 79–94% of its peak level after 0.4 seconds, excluding clicks. Crucially, it decays, while a music bass line is louder at 1.2 seconds than at 0.4. The measurements are ratios, so system volume does not affect them.