File information
Created by
Nick Sherman - GenericMedsUploaded by
genericmedsVirus scan
About this mod
Super sound upgrade for Mechwarrior 5. Clarity and depth at all volumes. Controlled but expressive. New sounds. Immersive-ness of game multiplied. This is war. Not a merry stroll through lollipop land. And I believe it should sound like a damn war. All Systems Nominal.
- Permissions and credits
- Changelogs
I love the action in this game but the original audio leaves somethings to be desired.
I've been making music since I was 12 on the computer up to present
as Generic Meds.
So I thought.... why not combine things and use what I've learned from music production for audio of a game???
And here we are. And It's fun as hell to me and a good break from music (until you break something and can't track it down and the whole mod is ruined.. Yikes...)
Let's push things forward ->
Sep___ - Beta 3.6
- footsteps too odd/loud in 3.5. Have a new version with them corrected coming up soon. Use whatever version works for you!
Sep13 - Beta 3.5
- Utilized wwise's mastering processor (just found it)
- changed attenuations/distances to be less crowded
- Stopped phase effect when more than one l or m laser is fired
- alot more little things can't remember. O, adjusted stereo width of some sounds that were too centered (just found this setting)
Sep5 - Uploaded Beta 3 (taken down as too many things wrong and have to sort!)
- - Sorted Attenuations/distances you hear things (still gotta adjust a little moarrr)
- - increased overall volume a little more, but still shouldnt have any distortion/clipping on any system (hopefully).
- - Applied more dynamics processing/effects/eq/routing nonsense to various sounds.
- You can now hear the sound when you strike a mech with weaponry (esp ac)
- - testing new ppc sound and it's effects (may have to make new 1)
- - messed with the default mech footstep sounds to *try* to clean up their sustain and add a lil more punch.
- - overall mix might be too spicy up top. May bring it back a little to be less bright/detailed in overall sound next update.
- - Used different pair of speakers to tune small things (Tannoy Gold7) since they have a better midrange response than previous speakers.
- Used OG Kush this time.
- - u can now hear other mech's engines.
- - orbital guns turned the f down a lil
- - changed silly metal banging sounding hit effect for missiles/ac to something more fitting.
- - more to be added as we move forward thru this life. need to make a new critical sound(s), as well as Ac10 and Ac20 and gauss etc. Possibly new mech damage sounds as well. Have HUD sounds from 2020 version to add (porsche dash sound used as lock on sound etc), May update missile sounds to have more "attack" on their sound.
- did various other things I can't remember 🤣
Still beta. I haven't gotten to everything yet. Just trying to get mix/volumes decent so then I can be done with it and just add/remove sounds later without having to adjust much.
Aug22 - Uploaded beta 2 but uploaded the wrong file! Will sort by today my apologies!! (sorted. correct file is up.)
Changelog:
Overall (Output)
- rebalanced all sounds and their groups
- Increased overall volume and retuned dynamics processing on the output (louder volume, more punch).
- Character added to master output of all sounds (more detail and crunch to sounds).
- Smoked a joint instead of using the bong this time
Mech
- Mech death, damage, and critical tuned and their sounds changed
- Mech footstep sound now does not lower in volume for dialogue or anything else.
- Mech footstep volume increased and dynamics tuned
- Mech twist volume increased, tuned, and does not lower for anything either.
Explosions
- BIG ONE: Changed the distance you hear explosions to be farther (you now hear explosions farther off in the distance).
- Added degradation of sound per how far away it is to you. Sounds farther away will be less detailed and slightly muffled versus sounds close which will be detailed and not muffled.
- Lowered level of ground explosions
- Various other tweaks
Weather
- Increased volume of all weather /precipitation/ambience and tuned their tone to be more detailed.
- applied stereo widening to all weather (makes it sound more wide and encompassing and gets it out of the way of the more narrow sounds like gunfire).
Weapons
- Applied same volume and sound degradation per distance to weapon fire.
- stopped phase cancellation when firing multiple L-Lasers/M-lasers or Ac2 at one time. (where the sound would be less loud when more than 2 were fired at once. Now will get louder per the amount fired at one time.)
- L-Laser increased in volume slightly
- Machine gun fire sound tuned to be less thumpy sounding
- Machine gun hit sound corrected, as before it sounded like coins being dropped slowly unto metal (plink.......plonk.....punk....). Sped up and tuned to sound more like machine gun hits (pinplunpinkponk).
- Missiles now make a sound when impacting mechs or buildings.
BB
- Added small amount of character to bb voice to more simulate being in a cockpit.
- Increased volume to compensate for other sounds being louder.
- will add more as I remember.....
Aug 1 - Uploaded beta. Not finished. Things I need to still sort. And some tests of new ways.
Changelog:
- Changed Ac5 and Ac2 sound to my own. Adjusted levels and EQ.
- Changed M laser and L Laser to my own.Adjusted levels and EQ.
- Used techniques from music production to decreased dynamic range of all sounds on the master out. Vanilla version had too much dynamic range causing some sounds to be either too loud or too quiet.
- Implemented more groupings of sounds for more control and added processing where necessary.
- Adjusted sub bass of alot of sounds as some were too deep and would rumble the sub range crazy
- Added distinct character to some groups of sounds (mech damage/critical, explosions etc). As well as adjusted their tone (eq)
- Turned up engine sounds and eq'd.
- Turned up footstep sounds and eq'd then processed to lower dynamics but increase punch.
- Increased volume of dialog to compensate
- messing with ground explosion sounds so was trying a filter effect on ground explosions. May take out.
- Adjusted reverb levels as well as their sends on certain groups of sounds.
- Weather and ambient sounds eq'd and increased in level.
- sent mech damage and death sounds to reverb for a more distinct sound (may change this) as well as increased level of critical sounds.
- Eq'd and dynamically processed varying other sounds.
- Changed lrm/srm sounds to my own.
This audio mod goes well with my visual mod here: MedsMod 2024 Visual
My music can be found here: GenericMeds Music
July 2024 Update - Due to a health crisis in late 2020 (Multiple Sclerosis) had to abandon updates until I sorted myself out.
A month or two ago I respawned the MedsMod visual and light mod and have been updating. Now... think I may take a wack at the sound.
- Downloaded WWise and sorted and set up the sounds/samples I made in the 2020 version to be put in. Replaced a couple sounds and will be testing soon. As soon as I remember how to render lolololol.
We shall seeeeee. I am using better equipment/room to mix the sound this time so may be be better....
We shall see.
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LATEST UPDATE (v 16.00 8-03-20):
2 versions. One with new BB, one with old-school mw2 bb. Choose your Destiny?
- New new interior sounds for all mechs as well as internal sounds tuned for more immersion.
- Various Sound fixes/love. (ie: You can now hear internals without having to restart mech)
- Radio sounds like radio.
- Atlas given it's own distinct internal and engine sound.
- Engines now sound like engines.
- Sound quality =
- Deep = Mw5 Master volume at 60-62.
- Hifi = Mw5 Master volume at 70-80.
- Intense = Mw5 master volume 80-100.
- Mw5 Master Volume now tied to dynamics of master output. So now hopefully no need for 3 different sound versions.
If you want Audio AND Visual upgrades and optimizations that I've done(looks and plays a ton better),
head here: https://www.nexusmods.com/mechwarrior5mercenaries/mods/155
Both Audio and Visual upgrades included in that separate mod ^
This mod is just the audio improvements/replacement.
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Initial Description:
I love this game. It's great. Runs like a camel with only 2 feet, but it's still nice.
My opinion starts to falter a lil bit when I decide to arm myself with a machine gun.
It sounds like a nailgun underwater that's kinda broken, but still under warranty.
nononono. We can't have this. I'm going in. I usually engineer and make music at https://soundcloud.com/iamgenericmeds
Have been for quite a while. I sell tracks to libraries for films and games.
But nevertheless,
I can't let this travesty go on. No. I'm gonna upgrade the sound out of this rass.
I'm also gonna fix the mixing. Alot of weird stuff going on with the sound.
Why does it not sound like battlefield bad company 2? I mean, we are in big ass mechs.
I wanna feel like a big man dammit while walking thru explosions with my arm dangling by a string of metal but still firing on who I have targeted uncaring about damage. Surrounded by explosions and enemy fire.
This is where I come in. Using the wisdom I've learned from making music all these years.... tuning and making sounds for a game?
LET'S GO.
What I've done (initially) -
Made overall sound quality better. I've tuned some of the master effects for a better representation of their character, as well as the character when different sounds play at one time. As well as added some effects as well.
Replaced some laser sounds, ballistics and missile with own that I've either synthesized or made.
- got a bit more I've made I need to test out. Esp for stream vs salvo.
Changed some Hud lock on sound(s).
Changed mechlab sound for transactions and declothing your mech.
Adjusted equalization, proper volume, as well as some new processing for ALOT of their sounds. Per mixing rules to make everything intense, but still a little breathable. Alot of their sounds were dull.
Changed other stuff I don't remember.
My way of doing this is doing the most important stuff first, then fanning out. I wanted to focus on combat first.
I have some old mw2 original tracks I've remastered to be alot better sounding that I'm going to eventually use as the title or something to that effect.
Also will be adding my own custom music/textures I've composed or from sounds I've made over the years.
We shall see.
Let us proceed.
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INSTRUCTIONS:
Instructions are the same norm; drag folder into mw5 mod folder. Then select in the mod menu and restart in mw5.
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Sound Eggs (Random audio information about sounds used)
Machine gun sound is a mixture of a small chunk of the old small pulse laser sound, and layers of paper ripping at different pitches. Then all combined.
Missile sounds are made from Mig29 flyby recordings (russian fighter jet) combined with a printer cartridge and bottle rocket moving repitched and distorted slightly.
L laser sounds are a mixture of several software synthesizer sounds, and repitched versions of recorded electrical hum. (these need to be turned up in next update as they are too low in volume in current mod version)
Lock - On sounds are from a porsche dashboard (Oddly fit.....)
I'll update more here as I remember.
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If you have sounds/ideas you think may benefit the mw5 experience, contact me and I can either layer them in (per if they sound great) or use them.
Keep in mind, I know nothing about lore. I'm looking more at the experience of this game itself. War.