We were discussing this on the cataclysm forums just recently, most enemies have a scent ability that works via the same diffusion and hill-climbing (or descending) mechanic, in addition to sight and hearing. In our case it's largely a stand-in for our AI being nearly nonexistent, monsters remember only the most recently heard noise and the most recent location where an enemy was seen.
Scent is particularly critical for when the player ducks through a door and barricades it, because otherwise the zombies would quickly forget where they are and give up bashing on the doors and windows. Also it tends to dominate at night or in other low-light situations. The scent is "perfect" in its hill-climbing, but I recently added an upper threshold such that when the scent level is above it, the scent ability stops working, so enemies can't unerringly close in on the player. It gets them within about 4 tiles of the player, but if they can't see or hear the player, they just start stumbling around at random.
Noise on the other hand has "noise" added to the reported location, based on distance, volume and perception of the hearer. This includes players, we display question marks to indicate noises heard in areas the player can't see.