The ultimate sound mod for COH!

Dissatisfied with some other sound mods out there that only change sounds for the certain effects while sharing majority of them between different units I have decided to do this myself.

What started as a simple task of giving authentic sounds to weapons and vehicles has morphed into so much more that that. My mod not only introduces new sounds,it adds tons of other effects as well which can be heard for the first time since the game release! I have also fixed many sound related bugs from Relic which I will describe later. If you appreciate my hard work please leave a small donation.




This mod is intended to be used as an add-on for your favorite mod you are using. First navigate to and delete Data/sound folders except speech in your MOD folder that you are using.

Then copy my WW2SoundHigh and Data folders into your MOD folder.

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Ultimate Sound Mod development


Relic has put a very big attention to sound detail in COH but their file structure and particularly BSC container files are extremely complicated to mod. Therefore unreal amount of work was required to get the actual samples to sound correctly in the game itself. But the most time consuming process was getting the sound volumes right for the vehicles. After months of testing and tuning the time has finally arrived so that I can release this mod.


- features authentic engine and weapons sounds

- improved Relic samples loop blending

- tuned volume so you can hear ambient and other background sounds better which in turn gives you better immersion

- vastly improved volume balance for vehicles between idle, engine and revs sound as well as more audible tank tracks sounds

- added many missing effects for vehicles (see below)

- implemented completely new effects for all vehicles such as suspension sounds and metal creaks for tanks, weapon reload sounds for AT guns and recoil effects for all cannons.


A lot of effects are completely new, some are taken from different mods and improved in various ways. All the weapons are included so no more unrealistic sound for Boys AT or FG42 for example. The sound volumes are roughly even between weapons so no large spikes in volumes should be expected.

Machine guns now sound like the real deal, not just the sample itself, but they also have a correct rate of fire implemented thanks to modding BSC container effect. M1 Garand now has an authentic ping sound when reloading.


Different cannons/guns now all have unique sounds when firing and will no longer share the same effects anymore. This applies to distant artillery effects as well so you can hear the difference between different caliber of shells used. Of course identical weapons share the same effects so you will hear that Tiger and Flak 88 for example sound very similar - unlike in vanilla game.


I have also increased the volumes and fixed the missing recoil effects for all the cannon type weapons in the game as well as added them to weapons which Relic left without. Important thing here is that I have managed to make recoil sound in sync with weapon animation.

Added missing effects for:

- Puma, Geschutzwagen, Pak38, Pak40, 57mm AT, Jagdpanzer, Hotchkiss, Ostwind, King Tiger, Anti-tank halftrack, Hummel, Leig18, M1A1 light howitzer


Furthermore I have implemented weapon reload sounds for all the AT guns and tanks with open top design. Here I have also made sure the sound plays in sync with weapon animation.

Added missing effects for:

Pak38, PAk40,57mm AT, Marder III, Leig18, M1A1 light howitzer, Flak88


Those were by far the most challenging and time consuming to get right. I have discovered that some original effects appear to be correct for some vehicles such as both halftracks others were just fictional samples. Relic has made majority of vehicles share the same sound effects and this is something I wanted to change so each vehicle has its own sound. Some vehicles however shared same or similar engine in real life. Here is a list of them:

Maybach HL230 - Panther, Jagdpanther, Tiger - late variant, King Tiger

NL42 TUKRR & HL42 TUKRM - Sdkfz 250 light halftrack, Sdkfz 251 halftrack

HL120 TRM112 - Stug IV, Panzer IV, Hummel, Wirbelwind, Ostwind

Ford GAA - M4A3 Sherman, M7 Priest

General Motors 6004/6046 engine - M4A2 Sherman, M10 Wolverine

Continental R-975-C4 - M18 Hellcat, Ram Kangaroo

GMC 270 straight-6 - CCKW Truck, Staghound

As you can see many vehicles in COH shared the same engine in real life. You would think Relic would had made them at least share same effects! But no they use completely different samples while they made different engines share the same effects - it was a total mess so I had to fix it.

You will hear that in my mod they sound correct. Not only do vehicles now use authentic sounds, different subvariants will use a proper engine samples themselves. No more shared effects.

US Sherman - Ford GAA V8 samples

Commonwealth Sherman - Chrysler A57 samples

Tiger early - Maybach HL210 samples

Tiger late - Maybach HL230 samples

So with all the necessary sound samples obtained and implemented including idle sounds, on gas sounds and engine revs now the time has come to fix many Relic sound bugs.


You will hear them only when a driving up or down a steep hill. I am very happy that I have managed to implement them since those were broken for all the vehicles in the game or were too silent to hear! Surprisingly I have found that a lot of those effects sound authentic but Relic used those effects as raw engine sound for some reason for the tanks like the Sherman.

Known issues: HQ truck, Hummel, Hetzer and Marder do not work. This is a Relic bug I couldnt fix.


I have increased the volume so you can actually hear these effects.

Known issues: Staghound, Hotchkiss, Stuart do not work. Relic bug.


In Vanilla there were just a handful of effects shared between all the vehicles. Now there are much more of these effects and also vehicles with the same track type share the same sound.

I have implemented new tracks sound for the Tetrarch, Stuart and the Churchill tank. It was missing all together. Now you will hear the tracks when turning the tank for example.


I have discovered that a tiny number of the vehicles had this actually implemented. Jeep is one example, HQ truck and Sherman Firefly also had some metal creaks effects but thats it.

Now all the vehicles use suspension effects. Also you will hear metal creaks on all the tanks. The effects are diverse since Relic included them in the Sound engine but not used them for some reason.

All in all vehicles not only sound realistic now, they are also more immersive when driving across the battlefield.

And other small tweaks...


Special thanks to Manerheim for his support and updated version of BSC Works and SMF play. Without them this huge project would never come to fruition.

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Audio Tool 4 comments

Audio editor for BSC container files found inside sound folder. With it you can change for example the volume of the effects played in the game. All credit...

Comments  (0 - 10 of 26)
EIiteTrooper - - 60 comments

Man, I love this site and I love the work that some anonymous geniuses do here. This guy above, for example (the creator of the mod). It's so much care, so much respect for a work, an expertise in improving what would apparently be impossible to improve, that impresses me. And they really manage to improve what would be impossible, but yes, they do. But all this work hides something that bothers me A LOT - I am an ordinary person, not endowed with any programming skills. And honestly, I no longer have the brain or patience to learn these things. One thing that bothers me about these geniuses is that they simply ignore the fact that there are people who understand ZERO about modding. Ordinary people, not endowed with any programming skills. People who like mods, but don't want to create mods, but just want to "copy, paste and play", in the simplest and easiest way possible. But it seems that they (the modders) make these projects just for themselves (other geniuses), and not for everyone. Dude, I don't want to learn corsix, zip, unzip, "re"-corsix a .sga file. I'm a fan of those who have the intelligence to design these things, but I don't have that intelligence. I just want to play. I just wasted my time downloading this mod, which was "supposedly" made to run on any mod. I'm a lover of Europe at War and Stalingrad 42, and I didn't even think twice: Wow! I want these realistic sounds in my favorite mods! I downloaded the file and "bang", I was frustrated. The mod instructions direct me to folders that don't even exist within my mods. And reading the comments, I just discovered that only those who managed to play are those who have advanced knowledge of corsix and similar. In Europe at War, there IS NO "data" folder in addition to other things that I just discovered that will only work if I disassemble the files and "reprogram" them - I, who barely know how to navigate Facebook. Man... frustrating. I really wanted to hear these sounds on my Europe at War and Stalingrad 42. But honestly, I don't mind stressing about this corsix just to do this - "re-mod" a mod that everyone expects to be just copy paste and be happy. What a shame... It must DEFINITELY be an IMPRESSIVE project, it's a shame it's only for mod experts, and not for ordinary people like me.

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edtheloner234 - - 4 comments

Hi, I like your mod; I am trying to use it as an add-on for CoH: Europe at War in Steam CoH relaunch. However, I couldn't find the mod data folder and the archive file of the mod is quite complicated. There are EaW soundhigh.sga and soundlow.sga simultaneously. With one, should I delete it? I am kinda confused and help it much appreciate it. Thank you.

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XFX Creator
XFX - - 29 comments


I don't know procedure for Steam version. You need to have mod folder of the EAW because you have to copy my files into this folder. As for the archives just delete them and replace with mine.

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Bob_Bobber0 - - 27 comments

I'm trying to use this with vCOH (steam version). Do I need to unpack the SoundsHigh.sga file from WW2 folder in Coh Steam folder and then replace all the files that come in your data folder and repack the SGA? Is there anything I need from your SGA file?

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XFX Creator
XFX - - 29 comments

It does not work that way because sound effects inside SGA files are controlled by BSC container files found in a mod sound folder. You need to have a mod or make one yourself and put my files in it in addition of using my SGA folder.

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Guest - - 687,512 comments

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HUNTER2K4 - - 441 comments

Could you adapt this one to Blitzkrieg mod ?

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XFX Creator
XFX - - 29 comments

It should work with Blitzkrieg and any other mod. Just rename the name of the archive so it matches the Blitzkrieg one.

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mcdimm - - 45 comments

for BK mod, It has BKSound and BKSoundhigh, where your mod sga is WW2soundhigh. Which one shall the file rename to? really want to try your mod

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mcdimm - - 45 comments

Got it working. I edited the .module of the mod to load your mod first on the sound section. It worked. Im testing it

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Guest - - 687,512 comments

How do u edit it?

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RSaucedo1 - - 5 comments

You need to modify the Blitzkrieg.module file to load the WW2SoundHigh.sga file first otherwise if you just rename the file to BKsound you'll end up with missing sounds.

folder = Blitzkrieg\Data
archive.01 = Blitzkrieg\Archives\WW2SoundHigh
archive.02 = Blitzkrieg\Archives\BKSoundMOD1
archive.03 = Blitzkrieg\Archives\BKSoundPatch
archive.04 = Blitzkrieg\Archives\BKSound
archive.05 = WW2\Archives\WW2SoundHigh

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