Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Sound Levels Mod v7.3
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battle
Tags: mod
File Size
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1.684 MB
18 Apr, 2023 @ 2:41am
18 Jun @ 8:43pm
98 Change Notes ( view )

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Better Sound Levels Mod v7.3

In 1 collection by Volcano
Warhammer 3++
6 items
Description
Do you like the battle sounds but hate all the yelling and screaming that drowns out all other details, such as melee sounds? Or do you think that the guns and cannons and magic blasts sound weak? Do you think the campaign map and battlefield is so full of noise that you can hardly make out the details? If so, then this mod is for you!

This mod aggressively adjusts the original battle sound levels (attenuation) so that you get a better mix of audio effects, rather than hearing nothing but mass yelling and screaming of constant ear-plundering vocals, especially when the camera is down at the ground level. Additionally, battle audio is re-mixed so that guns, cannons, and magic are louder, voices are bit less invasive (voice volume should "fall off" (diminish) better over distance from the POV), and melee sounds, Foley effects, projectile flight and impacts are more easily heard (and "fall off" less quickly over distance). Sound effects are brought more to the front of the audio scene, and vocals pushed to the back, so the speak. The most important part of sound design is getting the sound levels of each sound right, otherwise details are lost, or there is no impression of power.

"You will hear things you never heard before."

Essentially this mod is a tedious 500+ hour revision (including testing - aka "playing") of the WH3's battle audio by a game developer/sound designer. Think of it as a re-mix, or a remaster of the battle and campaign audio, to fix the hot mess audio mixing in the standard game. This mod only adjusts audio table data -- essentially the data "under the hood" (and all of this is accomplished with numbers - in some cases extreme settings given the limited tools to work with - without adjusting anything in Wwise), so it should work with every other mod available. Additionally, no other sound mods were used nor evaluated in the creation of this mod (truth be told, I didn't even check if there were sound mods out there before I started working on this, and it is probably better that I didn't, allowing me to blunder down my own path here, but also allowing it to develop in its own direction. So, everything here is specific to this mod).

Edited: This mod originally focused on battle sounds only, but has now been expanded and also adjusts the sound levels of various campaign map sounds too, so that subtle details on the campaign map can be more clearly heard, rather than hundreds of map sound effects competing with each other in a constant drone of identical volume noise.

This mod...
✅Is save game compatible
✅Is compatible with all DLC
✅Works in multiplayer campaigns (as long as your friends also have it activated)
✅Should work with every other mod in existence (unless they also adjust sound data)
✅Can be turned off and on whenever you want


Suggested volume level settings (in options menu)...
🔊Speech: 60%
🔊Effects: 100%
🔊Interface: 90%
🔊Music: 65%

🖥️Make certain you choose the correct speaker configuration or it will not sound good, no matter what you do!

NOTE: After each CA patch, it is best to re-check your volume slider levels because they may get reset (at least it has happen once before).

IMPORTANT:

It is normal for sounds to drop out during battle. Why this normally happens is complicated, but it is primarily due to two main reasons (in most games): culling and size.
___a) Culling is generally where only so many sounds can be buffered (played) at once due to hardware limitations that exist in all games, and what usually happens is sounds are culled (dropped) from the buffer of ~500 sounds (AFAICT) based on the quietest, oldest (those that have been alive the longest), or furthest distance away.
___b) Size deals with the priority of the sound being played (which I think internally CA refers to as intensity, difficult to determine). So, if you are close to an entity playing a louder (larger) sound, then the other sounds 'in the scene' will be reduced in volume or (usually) muted, likely depending on the size comparison. It is important that it works this way because otherwise you would have a drone of overloaded noise and you wouldn't be able to distinguish one sound from another. This would be the audio equivalent of mixing all the paint colors together on the palette and trying to paint a "picture" from the mixed singular brown mud color). This is also a trick/technique in audio design in movies and games where you make the loudest sounds actually sound like they are louder, by reducing the quieter sounds (fade off all sounds right before a huge explosion, for example).
With all that in mind, there is only so much that can be done about sound drop outs. The long term plan is to try to minimize this as much as possible, but otherwise this is an issue with the sound engine.


NOTES:

I stress that this mod does NOT add new sound effects, nor does it change any sound effects. It changes the VOLUME (attenuation, culling, and distance parameters) of the sounds, altering the distances in which they can be heard, among other fine adjustments. It also creates a lot of new profiles for sounds, to affect the properties of them based on the type of sound, and the distance that they should carry. Think of it as a remix of the audio. It is possible that the average user might not notice the obvious improvements, but even without trained ears you should notice details and sounds that you didn't hear before.

You will still hear yelling and screaming in battle from when units charge, or if a unit screams all the time in combat (like the "Sisters of the Screaming Doom" Dark Elves unit), but you won't hear the constant excessive yelling/screaming during melees, and especially won't hear all the random soldier vocals unless you are down near the action (the distance that these were heard were too far away). Then where voices are heard, they fall off rapidly over distance.

All future patches and DLC are compatible with this mod, regardless of if it says the mod is out of date or not in the future. By its nature, it is designed to always work, although totally new DLC added projectile types might need their audio properties tweaked to match but this is a minor issue.

KNOWN SOUND ENGINE ISSUES NOT CAUSED BY THIS MOD:

The more I analyze the sound engine, the more I believe it has some serious flaws, and the more I think that the loud vocals are probably intended to conceal them. When I make adjustments, I always compare the sound with the mod ON and OFF. There are times where, no matter what, some sounds will drop out for no apparent reason, and I have checked and confirmed that this happens also with the mod OFF. If you want to see an example, turn the mod OFF, and run a skirmish battle as Khorne, and get a single Skull Cannon. In the pre-battle deployment, fly the POV around and look at the Skull Cannon. When you look at it from the south, sometimes (not always) you will notice that you cannot hear the engine idle sound, nor the occasional flame discharge from its mouth, when you are looking directly at it (it becomes silent). This happens with other units too, even while in battle. For whatever reason, you could be up close and looking at a unit from a certain direction and it may go completely silent. I am trying to see if I can figure out what the cause of this is, but it might just be something broken in the sound engine itself. That said, it is certainly something that can be lived with, but some might want to attribute this behavior to this mod and that is incorrect.
Popular Discussions View All (1)
22
31 Jan @ 12:07am
PINNED: Is there a sound that is too loud? Describe it here...
Volcano
284 Comments
Volcano  [author] 17 Jul @ 1:04pm 
Thanks for the compliment, glad you like it.
On the sound replacement, can you give an example of which unit specifically you are referring to? The problem is there are so many sounds, and not all units use the same sounds. I can look into it at least, but no promises because often it is like trying to find a needle in a haystack.
caoliuyaqian 17 Jul @ 5:25am 
Thank you for the great work,it really change a lot!
Is it possible to replace the sound of slash with the sound of behead?
you know,the sound is like "poo"!
Volcano  [author] 19 Jun @ 2:31pm 
You are welcome, have fun. :steamsunny:
Josh Twist 19 Jun @ 6:34am 
Thank you very much for the update!!
Volcano  [author] 5 May @ 2:03pm 
Yeah, with Wwise (the sound engine that WH uses), I don't think that is even possible. As far as I know, the data is encrypted in sound banks, and it is beyond my capabilities.
Dragon32 5 May @ 1:56am 
@Mathicsatem
I'm pretty sure transferring assets (beyond animations) between TW games is not something CA wants people to do.
Mathicsatem 4 May @ 8:34pm 
Hey @Volcano,
I'm a long-time fan, was wondering if you've ever gotten to hear the voices and soundtrack of the Beginning of the End Times mod for Medieval 2 Total War? The voices and music are exquisite, so immersive, and I promise that if you hear them, you will agree! Especially if you hear the voices of the Vampire Counts and Chaos Warriors! I
know you're probably super busy, but man if you were able to transfer the voices and soundtrack from that mod into Total War Warhammer 3, I would be so happy! Please let me know if you would consider doing it, or if you can think of a way that I could make this dream come true. While I'm no programmer, I could do tasks for you, such as extracting audio files via the vlc editor for you to save time.
Volcano  [author] 3 May @ 4:32am 
@Dizzy Ioeuy
It has been a while, maybe you aren't using the mod, but just in case you are - another attempt here to improve performance in v7.2 for some situations. I found an issue with bows and crossbows that might have been causing too much processing when many are fired, and that has been improved here now. I noticed the issue (choppy sound) you mentioned in one particularly large battle, and then after this fix I haven't heard it again, so hopefully this is actually what the problem was. :steamthumbsup:
Serious Lee 3 May @ 2:32am 
Ah thanks for the answer. Guess I will have to get used to it eventually. Great mod though, it does enhance the experience. Maybe I try another Elsbeth run with it
Volcano  [author] 3 May @ 2:23am 
You mean pre-6.1 patch of the game? No, can't really do that, unless you (through Steam) roll back a patch.