Marvel’s Spider-Man 2 includes audio-frequency controls that allow players to reduce selected parts of the game’s sound spectrum. A High Frequency Cutoff reduces frequencies at 6000 Hz and above, a Low Frequency Cutoff reduces frequencies at 600 Hz and below, and a Notch Frequency Filter targets a narrower range selected by the player.
These controls may help with high-pitched ringing, heavy bass, explosive low-frequency effects, sharp electronic tones, or other frequency-related sensory discomfort. They alter portions of the complete mix rather than identifying individual trigger sounds.
High Frequency Cutoff
The High Frequency Cutoff reduces audio at 6000 Hz and above. Higher frequencies may be prominent in alarms, metallic impacts, electrical powers, environmental signals, and intentionally piercing cinematic effects.
The cutoff is based on frequency rather than meaning. It affects supported content in that range whether the sound is useful, uncomfortable, or neutral.
Low Frequency Cutoff
The Low Frequency Cutoff reduces audio at 600 Hz and below. Low-frequency energy can occur in explosions, heavy impacts, engines, machinery, cinematic rumbles, and musical bass.
The setting does not remove explosions as a category. Higher-frequency components may remain, and wide-spectrum sounds can still be recognizable after their lower portion is reduced.
Notch Frequency Filter
The Notch Frequency Filter reduces a more specific band instead of broadly cutting the upper or lower part of the mix. It may be useful when discomfort is concentrated around a particular pitch or tonal range.
Finding an effective setting can require experimentation. Complex sounds rarely occupy one exact frequency, and the same band can appear across dialogue, music, interface feedback, ambience, and effects.
How Filtering Differs from Volume
Lowering effects volume reduces the overall level of gameplay effects. A frequency filter changes selected tonal components. Players can combine the filters with separate global, music, speech, user-interface, and effects sliders.
Voice, Captions, and Controller Feedback
Voice Boost increases dialogue prominence while characters speak. Customizable captions provide visual information for supported non-speech sounds, allowing players to lower portions of the audio while retaining some event information.
DualSense controller audio and vibration can each be set to Experiential, Functional, or Off/None. Functional modes retain selected gameplay information while reducing feedback used mainly for immersion.
Combining the Settings
A player affected by piercing tones could enable the High Frequency Cutoff, lower effects volume moderately, activate Voice Boost, and use captions. Someone affected by bass and controller feedback could use the Low Frequency Cutoff and disable experiential controller output.
The filters do not remove sounds by name, detect personal triggers, or guarantee that every uncomfortable sound will disappear.
Last verified: August 3, 2026.
Access needs vary. Review the official accessibility documentation for the complete settings and current platform details.