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Street Fighter 6 Sound Rips (Read 19259 times)

Started by Ray Astro, September 23, 2024, 01:48:48 pm
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Street Fighter 6 Sound Rips
#1  September 23, 2024, 01:48:48 pm
    • Philippines
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.
Re: Street Fighter 6 Sound Rips
#2  October 08, 2024, 02:16:59 am
  • avatar
  • *
    • Australia
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-36746173
REE.PAK.Tool: https://github.com/Ekey/REE.PAK.Tool

Step 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__i67s5m4lHu1NTRLudA
Part 2:https://mega.nz/file/SUlQ1bAJ#yiNJ2On_1f2Ua4S4EhvcZT7HqCeqsZU5sgO4COGzyAo
Part 3 (Use 7-Zip to extract this set):https://mega.nz/file/PU0znTTK#WULXUlrlXuDl39u7r-iY3g8y6OoK6-6dnVFT2qjOzow
Year 1:https://mega.nz/file/eZNBEB5B#8_figQITmuwvAOdIRLo7wF7ko_ySw3TFGO0WSEaHBEk
Year 2:https://mega.nz/file/SFdGwQgJ#0VHbpFGMBMTMs3LLbXLEBVjTP7tuA75N3-d5HfdZFmk
Last Edit: October 11, 2024, 01:09:09 am by Jacintab24
Re: Street Fighter 6 Sound Rips
#3  October 16, 2024, 01:09:14 pm
    • Philippines
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-36746173
REE.PAK.Tool: https://github.com/Ekey/REE.PAK.Tool

Step 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__i67s5m4lHu1NTRLudA
Part 2:https://mega.nz/file/SUlQ1bAJ#yiNJ2On_1f2Ua4S4EhvcZT7HqCeqsZU5sgO4COGzyAo
Part 3 (Use 7-Zip to extract this set):https://mega.nz/file/PU0znTTK#WULXUlrlXuDl39u7r-iY3g8y6OoK6-6dnVFT2qjOzow
Year 1:https://mega.nz/file/eZNBEB5B#8_figQITmuwvAOdIRLo7wF7ko_ySw3TFGO0WSEaHBEk
Year 2:https://mega.nz/file/SFdGwQgJ#0VHbpFGMBMTMs3LLbXLEBVjTP7tuA75N3-d5HfdZFmk

Can't you just like.... have the wav files themselves or something?
I meant like a folder with the wav files or ogg?
Re: Street Fighter 6 Sound Rips
#4  October 19, 2024, 06:06:11 pm
  • avatar
  • *
    • Australia
Can'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.
Last Edit: October 19, 2024, 06:16:56 pm by Jacintab24