Know which side they're on.Without touching the game.
The game already mixes footsteps to your left or your right. CtrlFlick Recon reads that mix as it plays and draws where the sound came from.
Windows 10 and 11 · portable, no installer · 7-day refunds
The radar face during a live round: the spectrum moving every frame, an arrow settling onto a contact, the rear dot lighting when somebody is behind you.
You heard them. You turned. They were on the other side.
Stereo carries direction perfectly well — the information is already in your headphones, and your ears throw most of it away under pressure. Every player has lost a round they had all the information to win, and the frustrating part is that you did hear it. You just could not place it in the second and a half you had.
Sound Radar, in detail
One arrow per contact
A footstep becomes a source the radar follows, not a flash that fades. The arrow is damped on purpose — it would rather lag and be right — and it holds through the couple of seconds after a burst when there is nothing left to hear.
It never goes quiet
The compass draws the stereo spectrum every frame, left against right. With nothing moving you can still see that it is listening, and which side the mix is louder on. A radar that only appears when it is sure is a radar you stop trusting.
Front and back
Told apart by how bright the sound is — the same cue your own ears use, because your ears face forward. It is the weakest thing the radar knows, so it gets the smallest mark on the face: a dot at the back, lit only when a contact really reads behind you, and dark when it cannot tell.
Two faces, anywhere you like
A ring around your crosshair, or its own compass dial. Nine preset positions or drag it free, on either monitor. The ring costs you no glance at all; the compass reads more exactly and carries the spectrum.
Listen for what you want
Footsteps narrows to the range movement lives in. Everything opens it end to end, so gunfire, vehicles and doors count too. Left and right stay just as sharp either way.
Quiet when it should be
It can hide while you are aiming, and it mutes the centre of the face while you fire, so you are never tracking your own weapon across your own radar.
Closing or backing off
Each arrow says whether that contact is getting nearer or further away — the difference between a fight you are about to be in and one you have already left.
Tuned against your own ears
Open the settings and the radar goes live on screen, so you set the sensitivity against sound you are actually hearing rather than against a number. The front/back trim is there because the cue depends on your headset, and we would rather hand you the dial than guess.
This is the settings window, running here
Not a screenshot and not a mock-up — the same window the app opens, on this page. Click anything.
A live copy of the app’s own settings window, seeded with the defaults a new install has. Nothing here changes anything — there is no app behind it.
Three steps, then stop thinking about it
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Run one file
No installer. Download the executable and start it — it lives in the tray.
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Point it at your game
Pick the window from a list. A built-in test tells you the overlay actually draws over it, before the match rather than during it.
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Play
The radar is on by default. Everything after this is optional.
Before you download it
Will this get me banned?
CtrlFlick Recon runs beside your game rather than inside it. It reads what is already on your screen and listens to what your speakers are already playing — nothing is injected, no game file is touched, and no other program's memory is ever read. The sound radar and a pinned region can sit entirely on a second monitor, so you can have both without anything drawn over the game at all. Whether a game permits an overlay is that game's call rather than ours, and the rules differ between titles, so it is worth a look at the policy of anything you play competitively. We would rather say that than imply a promise we cannot make on another publisher's behalf.
Does it need surround sound or a special headset?
No. It reads ordinary stereo, which is what almost every game outputs and almost every headset receives. Surround processing in between does not stop it working, though a headset that heavily reshapes the sound will change how well front and back read — which is what the front/back trim exists to correct.
Does it work with any game?
It never touches a game, so there is no per-game support list to fall off. It reads what your display is showing and what your speakers are playing, in windowed or borderless fullscreen. Exclusive fullscreen is the one mode an overlay cannot draw over, and the built-in test tells you which one you are in.
Can it tell me exactly how far away someone is?
No, and it does not pretend to. It draws a bearing and whether that contact is closing or backing off. Distance is not reliably recoverable from a stereo mix, so we do not put a number on the screen that we cannot stand behind.
What does it install?
One executable and a folder beside it. Nothing in the registry, nothing in AppData, nothing outside its own directory — it runs from a USB stick and uninstalls by being deleted. The optional audio effect is the single exception, and it removes itself from the same button that installed it.
Is there a free trial?
Yes — the full software, no features held back, and no card. The licence arrives by email.
Something else? The support page goes further, or write to support@ctrlflick.com.
Stop guessing which side.
Sound Radar is one of five overlays in CtrlFlick Recon — one licence covers all of them, on one PC at a time, moveable.