The problem with this is, that sound playback works fine for me, and I cannot fix it if I can't reproduce it.
Yeah, "gallery.exe" used a hackish solution, it created a WAV file in memory and then used the Win32 snd API to play it. On the other hand GR uses the multiplatform SDL framework, more specifically the SDL_Audio interface, so no more Win32 hacks. If the initialization of this fails and SDL reports an error, then you should see an "unable to initialize audio device" message in the log. If you can't see that message and there's still no audio, then this must be an SDL bug (which is very very unlikely, but possible).
For the records, both gallery.exe and GR initializes the audio device at 44100 Hz, stereo channels, singed 16 bit samples (which is the most commonly supported by audio hardware so should never fail). The gallery.exe just assumed that all .ogg is extracted into this format, however GR makes sure of this, it calls SDL_ConvertAudio.
Can you please run "gameripper.exe -vvv" (with v 3 times), play an anim that should have sounds and attach the gameripper.log here? That would print lot of details, including if or when audio conversion was needed.
EDIT: here's a version, could you please give it a try? It's 100% the same as before, I've just recompiled SDL with WINMM, WASAPI and DirectSound drivers. If there's a bug with SDL_Audio then hopefully this should have solve it. (Note: this has terrible white-noiseish sound under wine for me, that's why I've disabled DirectSound before. WINMM worked for me and should have worked for you too though, as that's the interface gallery.exe is using too.)
https://attachments.f95zone.to/2025/04/4772214_gameripper-windows.zip