The only game effect of the noises is to be heard up to 30 feet.
The complete description of the spell says (emphasis mine):
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
By RAW, the only effects (in term of game mechanics) that the spell does are the bolded ones. There is only one sentence related to the noises, and it specifies that they can be heard up to 30 feet away: if there were some other consequences related to these noises, the description would have reported them.
The sole game mechanic that I see is related to a deaf or blind\$^\dagger\$ character: in the former case, they can't hear anything and, depending on your table's ruling and description of this spell, they may mistake the obscured area produced by Hunger of Hadar for a "simple" Darkness spell. A blind character cannot see the spherical area of blackness, but they may hear the hideous noises and hence have an hint of some kind of danger.
Nothing prevents you from adopting some house rule.
A gaming table may decide to add some other consequences related to these noises: the final decision is entirely up to the DM.
\$^\dagger\$ Credits to Erik who pointed out in the comments this condition and its consequences.