long ago , in FIFA 11 , rinaldo was able to create an incredible tool, Sound Master 11 , was perfect for editing sounds , COmenatarios , the crowd chants, sound track , among others. Someone who has some notion of decoding would be possible, decoficar , these sounds . the sounds files, they are easily found in data_audio_1.big data_audio_1_extra.big data_audio_2.big data_audio_2_extra.big data_audio_3.big data_audio_3_extra.big eng_us.big eng_us_2.big and your files can be extracted , the master file . format .sbr (sound bank) .sbs (real sound) here's some information I got several , decodes forums. http://www.hcs64.com/mboard/forum.php?showthread=25386 http://hcs64.com/mboard/forum.php?showthread=23835 http://forum.xentax.com/viewtopic.php?f=21&t=6233 Rinaldo says : I guess I need the help of some expert in audio coding. I have been able to understand the structure of .sbr files, they are just a kind of descriptor for locating the actual sounds that are in the .sbs file (e.g. ita_it.sbs) It is also possible to recognize in .sbs some chunks of data starting with a 2 bytes chunk descriptor followed by the size of the chunk in 2 bytes. I found 3 type of chunks: data starting with 0x48 0x00 describe the sampling rate and other parameters and it is always the first chunk of each sound. data starting with 0x45 0x00 are just the sound terminator. data starting with 0x44 0x00 are the actual audio data but they are compressed in a form I cannot figure out. Opening a .sbs file with an hex editor I think you can easily recognize the chunk identifiers. The question is: which is the format used by 0x44 0x00 chunks to encode audio data ?