No such file, I got one called MC2Movie in the Code. You may have one of the first downloads of the source, before all the Bink stuff was cleaned out. I got mine just a couple of months ago.
Anyway, back to your problem... Mech3d looks like it's setting up the animation frames. It may not be the best place for your Mod.
We can look at this logically.
Problem: You need to add sound based on a specific action/animation situation. Walk or Run.
So, other questions to figure out... What calls Mech3d? What other process has a sound associated with an animation action? Is there another direction to work from?
Possible solution: Find a similar process, and see how that works. Look at the process for Jump. It uses special animation, and has a specific sound associated with it. (Which only works after the first jump.} It also has several functions for it in Mech3d, but no calls to play an SFX in those functions.
Where is the sound process executed? SFX sound = JUMPJETS = 76
There has to be something that says process a jump action, and play this SFX with it. Check the GUI process for the Jump Action.
That's your way in. Start with the mouse click for jump. Follow it to when and where it plays a sound. Apply the same or similar coding to walk and run. Walk should be easy, since all mechs walk at the same speed. Run will be more difficult since each mech chassis has its own speed. You might actually find most of the code already there commented out, or a reference to what was planned.
Also check on how SFX Sound Channels are set up. There are a set number of channels and a priority system, so if there are too many things to be played at the same time, high priority gets played and low gets trashed. Set your priority appropriately.