UNDERWANDERERField archive
Case file P-028PhenomenaLevel 0

Fluorescent Hum

The sound of the place is a low electrical hum that never quite goes quiet and, now and then, something being dragged far away.

Testimony

“It never goes quiet. By the time you notice it, you’ve been listening to it for hours.”

The fluorescent hum is the base sound of Level 0. A low, continuous bed over which distant events occur from time to time. Wanderers hear it the moment they arrive, forget it after an hour and miss it when it is gone.

What it sounds like

It is a loop of about four seconds with the lamp ballast at 120 Hz, the mains at 60 Hz and a high hiss between 2 and 6 kHz. You hear it everywhere and there is no source to walk toward, because eight sources spread it across the whole world, always between one and seven meters from you.

Distant events

Every 35 to 110 seconds something sounds between 14 and 26 meters away, a piece of furniture being dragged or a door. Against the hum they stand out like lights going off. There is no way to know what causes them.

How to survive

  • Learn to hear beneath the hum. It is the only thing that will tell you that you are not alone.
  • A distant event is only a clue. If it sounds again in the same place, it stops being one.
  • If you stop hearing it, don’t check with your eyes. Stop first.
  • The hum helps cover your own footsteps. See footsteps on carpet and footstep echo.

What people say

  • In a zone blackout the hum goes completely silent. They call it the silence of the fuses. See environmental events.
  • The hum of a stabilized chunk drops a semitone, they say. See Stabilization.
  • The pitch changes when something gets close, some believe.

See also

Sound That Travels, Sanity, Level 0.

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