Can someone please send me SF6 sound effect and voice line rips.I tried to look for them everywhere.Well, I found some on YouTube, but I want the individual audio files.
I've extracted sounds from this game since it's release a year back. It runs on the RE Engine, and uses the WWise sound driver for the sound effects, background music (most of which is split into parts in-game, but there's rips of them on the VGM HCS 64 (https://vgm.hcs64.com/?text=Street+Fighter+6&site=psf4&set=26888421434) archive for it and the CBT (https://vgm.hcs64.com/?text=Street+Fighter+6&site=pc&set=28171556924), and character voices in both English and Japanese. To save space, everything used in the game is stored inside the game's .pak (package) files for it's modes and ongoing patch updates... but there is a better solution for every problem.Here is my guide on how to extract the individual sound files from their banks out of the game properly; Step 1: First, you need to buy/have the version of the game you want for your system of choice (Steam, PS4/PS5, or Xbox Series X/S), then you need RETool and/or REE.PAK.Tool, the foobar2000 audio player program, and a .list file for the game so that all the extracted files are properly organized, as well as some tools like wwiseutil-gui and bnkextr for extracting WWise .wem files. For the PS4 version, you'll also need a PKG Editor to extract and unpack the game's .pkg first.Tool Links:RETool: https://www.patreon.com/posts/retool-modding-36746173REE.PAK.Tool: https://github.com/Ekey/REE.PAK.ToolStep 2: Then you need to find all of the real .wem files, which are inside the game's "streamed" directory. Soon after you've played the game on Steam with saved/downloaded data stored onto it, you will find that streamed directory on your computer's system/program files.Step 3: Put an pak file in RETool/REE.PAK.Tool and let it unpack the contents. After you have extracted the entire package, you can find the extracted sound .bnks in the "wwise" folder of the "sound" folder (or inside the folder of the pak you've extracted if it didn't organize the unpacked files). In order to make all the sounds and voices extractable in foobar2000, you must re-name the extensions of the x64 files to ".bnk" for .banks, and ".pck" for packaged banks. If you'd want to save time, you can use this PasteBin txt doc script (https://pastebin.com/bZuwhuED) to mass re-name them to save you hours of time with no worries. Take any x64 files with bnk in them, add them to a folder, then save the txt script and re-name it to .bat, save it into the folder with your .bnk files and run it. It'll re-name all the files to .bnk quickly and easily.Final Step: The .bnks and .wems can then be loaded and playable in foobar2000, as you can convert the audio from the .bnks to .wav files (or any other format in the program). Just to be making sure, if the file is playable, you can see it's duration (if the "Duration" column is enabled in-program), but if it's unplayable, you'll see a "?" instead and attempting to play the file will give you an error message.I'd hope that this guide from me will help for you to get what you'd want from RE Engine-supported games, but if you're looking for the SF6 sound files, they are stored inside the banks, so here are the bnk and pck files that I've got:Base Game:Part 1 (Use 7-Zip to extract this set):https://mega.nz/file/7QkDhLQC#om4Qjfr7QHZ2z8AdlWyZ2UR__i67s5m4lHu1NTRLudAPart 2:https://mega.nz/file/SUlQ1bAJ#yiNJ2On_1f2Ua4S4EhvcZT7HqCeqsZU5sgO4COGzyAoPart 3 (Use 7-Zip to extract this set):https://mega.nz/file/PU0znTTK#WULXUlrlXuDl39u7r-iY3g8y6OoK6-6dnVFT2qjOzowYear 1:https://mega.nz/file/eZNBEB5B#8_figQITmuwvAOdIRLo7wF7ko_ySw3TFGO0WSEaHBEkYear 2:Part 1:https://mega.nz/file/SFdGwQgJ#0VHbpFGMBMTMs3LLbXLEBVjTP7tuA75N3-d5HfdZFmkPart 2 (February 2025 Update):https://mega.nz/file/LR8X0Lra#QhcM1MdUx5dYba7CdxEqG3Ww1FkXquV4Qz1IVB2yd8o
Jacintab24 said, 6 months agoI've extracted sounds from this game since it's release a year back. It runs on the RE Engine, and uses the WWise sound driver for the sound effects, background music (most of which is split into parts in-game, but there's rips of them on the VGM HCS 64 (https://vgm.hcs64.com/?text=Street+Fighter+6&site=psf4&set=26888421434) archive for it and the CBT (https://vgm.hcs64.com/?text=Street+Fighter+6&site=pc&set=28171556924), and character voices in both English and Japanese. To save space, everything used in the game is stored inside the game's .pak (package) files for it's modes and ongoing patch updates... but there is a better solution for every problem.Here is my guide on how to extract the individual sound files from their banks out of the game properly; Step 1: First, you need to buy/have the version of the game you want for your system of choice (Steam, PS4/PS5, or Xbox Series X/S), then you need RETool and/or REE.PAK.Tool, the foobar2000 audio player program, and a .list file for the game so that all the extracted files are properly organized, as well as some tools like wwiseutil-gui and bnkextr for extracting WWise .wem files. For the PS4 version, you'll also need a PKG Editor to extract and unpack the game's .pkg first.Tool Links:RETool: https://www.patreon.com/posts/retool-modding-36746173REE.PAK.Tool: https://github.com/Ekey/REE.PAK.ToolStep 2: Then you need to find all of the real .wem files, which are inside the game's "streamed" directory. Soon after you've played the game on Steam with saved/downloaded data stored onto it, you will find that streamed directory on your computer's system/program files.Step 3: Put an pak file in RETool/REE.PAK.Tool and let it unpack the contents. After you have extracted the entire package, you can find the extracted sound .bnks in the "wwise" folder of the "sound" folder (or inside the folder of the pak you've extracted if it didn't organize the unpacked files). In order to make all the sounds and voices extractable in foobar2000, you must re-name the extensions of the x64 files to ".bnk" for .banks, and ".pck" for packaged banks. If you'd want to save time, you can use this PasteBin txt doc script (https://pastebin.com/bZuwhuED) to mass re-name them to save you hours of time with no worries. Take any x64 files with bnk in them, add them to a folder, then save the txt script and re-name it to .bat, save it into the folder with your .bnk files and run it. It'll re-name all the files to .bnk quickly and easily.Final Step: The .bnks and .wems can then be loaded and playable in foobar2000, as you can convert the audio from the .bnks to .wav files (or any other format in the program). Just to be making sure, if the file is playable, you can see it's duration (if the "Duration" column is enabled in-program), but if it's unplayable, you'll see a "?" instead and attempting to play the file will give you an error message.I'd hope that this guide from me will help for you to get what you'd want from RE Engine-supported games, but if you're looking for the SF6 sound files, they are stored inside the banks, so here are the bnk and pck files that I've got:Base Game:Part 1 (Use 7-Zip to extract this set):https://mega.nz/file/7QkDhLQC#om4Qjfr7QHZ2z8AdlWyZ2UR__i67s5m4lHu1NTRLudAPart 2:https://mega.nz/file/SUlQ1bAJ#yiNJ2On_1f2Ua4S4EhvcZT7HqCeqsZU5sgO4COGzyAoPart 3 (Use 7-Zip to extract this set):https://mega.nz/file/PU0znTTK#WULXUlrlXuDl39u7r-iY3g8y6OoK6-6dnVFT2qjOzowYear 1:https://mega.nz/file/eZNBEB5B#8_figQITmuwvAOdIRLo7wF7ko_ySw3TFGO0WSEaHBEkYear 2:https://mega.nz/file/SFdGwQgJ#0VHbpFGMBMTMs3LLbXLEBVjTP7tuA75N3-d5HfdZFmkCan't you just like.... have the wav files themselves or something?I meant like a folder with the wav files or ogg?
Ray Astro said, 5 months agoCan't you just like.... have the wav files themselves or something?I meant like a folder with the wav files or ogg?Having all the extracted wavs by themselves out of their bnk/pck files in a separate folder? I'll think about that... If you'd want the extracted sounds as wav/ogg files, then follow Steps 3-4 in my guide that I posted. Re-name the extracted x64 files' extension to "bnk", load the bnk files into foobar2000, and you can then convert and extract the audio from the bnks to wav or ogg file format.
Jacintab24 said, 5 months agoRay Astro said, 5 months agoCan't you just like.... have the wav files themselves or something?I meant like a folder with the wav files or ogg?Having all the extracted wavs by themselves out of their bnk/pck files in a separate folder? I'll think about that... If you'd want the extracted sounds as wav/ogg files, then follow Steps 3-4 in my guide that I posted. Re-name the extracted x64 files' extension to "bnk", load the bnk files into foobar2000, and you can then convert and extract the audio from the bnks to wav or ogg file format.Hey, have the files been updated? Posted: 8 weeks agoAlso. how do I find which one is the characters voices, common sound effects, etc?
Ray Astro said, 8 weeks agoHey, have the files been updated? Posted: 8 weeks agoAlso. how do I find which one is the characters voices, common sound effects, etc?I've just added all of the new files from the February 2025 update. And, if you're interested in finding out which sounds are which, go through the .bnk and .pck files in foobar, listen to them, and based on your knowledge from playing the entire game, organize the sounds. If it's music, it's organized into BGM. If it's sound effects, organize them by where they are used in-game. If it's character voices in Japanese or English, organize them by the character who uses them in-game for each language.
Jacintab24 said, 5 weeks agoRay Astro said, 8 weeks agoHey, have the files been updated? Posted: 8 weeks agoAlso. how do I find which one is the characters voices, common sound effects, etc?I've just added all of the new files from the February 2025 update. And, if you're interested in finding out which sounds are which, go through the .bnk and .pck files in foobar, listen to them, and based on your knowledge from playing the entire game, organize the sounds. If it's music, it's organized into BGM. If it's sound effects, organize them by where they are used in-game. If it's character voices in Japanese or English, organize them by the character who uses them in-game for each language.How do you even play .pck files?
Ray Astro said, 5 weeks agoHow do you even play .pck files?I think .pck files have packaged bank data buried inside them for the .bnk files themselves. The .pcks cannot be played in foobar2000, so only the .bnks are playable. You may also need wwiseutil-gui and bnkextr to extract wwise .wem files, as I think the PC/Steam version of SF6 has encrypted Denuvo DRM, which makes digging and extracting content more difficult.
Jacintab24 said, 5 weeks agoRay Astro said, 5 weeks agoHow do you even play .pck files?I think .pck files have packaged bank data buried inside them for the .bnk files themselves. The .pcks cannot be played in foobar2000, so only the .bnks are playable. You may also need wwiseutil-gui and bnkextr to extract wwise .wem files, as I think the PC/Steam version of SF6 has encrypted Denuvo DRM, which makes digging and extracting content more difficult.How do I even use bnkextr?
Ray Astro said, 5 weeks agoHow do I even use bnkextr?If there are any music, sounds or voices stored in a bank, you can use bnkextr to extract them. Bnkextr.exe should only work with Audiokinetic Wwise banks.Usage: bnkextr filename.bnk [/swap] [/nodir] [/obj] /swap - swap byte order /nodir - create no additional directory for the *.wem files /obj - generate an objects.txt file with the extracted object dataThere's also WWiseUtil (both in command line, and GUI versions), that can help in extracting .wem files. You can find the tools online on Github. Link to Bnkextr: https://github.com/eXpl0it3r/bnkextrLink to WWiseUtil: https://github.com/hpxro7/wwiseutil/releases
Ray Astro said, 5 weeks agoOkay, and now I have to convert to wav or ogg?Use foobar2000 to convert them to wav/ogg format. Make sure you have re-named the extracted x64 files' extensions first , or they won't convert.
Jacintab24 said, 5 weeks agoRay Astro said, 5 weeks agoOkay, and now I have to convert to wav or ogg?Use foobar2000 to convert them to wav/ogg format. Make sure you have re-named the extracted x64 files' extensions first , or they won't convert.Ah! Okay... I was just referring to after I extracted the .wem files.