The topic is interesting and, as already mentioned, there are those who do not want the sounds of their game to be used, especially when there is work involved that justifies this.
I did not get the code that attempts to decrypt sounds, but for programmers who care about it, it's a good way to test and handle some decryption.
Anyway, there will always be someone trying to hack something and that is a responsibility of each one.
I have already done some tests here, opening the dump file manually in a notepad and managed to locate the key of my game.
when it was customary to put it straight into a string.
What I do now is as follows:
1. I create a function that returns the key encoded in base64.
2. At the time of calling the set_sound_decryption_key () function, I decode the base64 string that was
returned by my function.
I'm not saying it's an infallible solution, I'm just proposing a way to make it difficult. Do your tests. Here I did a search and could not locate, whether it is encoded or decoded.