While exploring Debug → 1967 → SDTEST I made the following findings:
Despite SDTEST providing no visual feedback, use Memory viewer to observe:
Up and Down switches Sound Mode.
Left and Right decrements and increments by 0x01 in the specific addresses based on the sound mode (see below).
A and B selects which audio byte is to be loaded. A plays and B stops.
Sound mode is located at 020254D6 and has an 8-bit value (0x00):
00 = Music and affects the 16-bit value at 020254D8, ranges from 0x0000 to 0x0024
01 = Sound and affects the 16-bit value at 020254DA, ranges from 0x0064 to 0x0170
02 = Voice and affects the 16-bit value at 020254DC, ranges from 0x0190 to 0x01EE
I don't know if it may be of use, but perhaps through that you could find out where the sounds are stored and create a sound player for DSVania Editor to help users pick sounds for their monsters, souls and weapons, maybe even find a way to export and import sounds.
I don't know anything about GBA sound import and export and don't intend to look into it. But I assume that GBA sound hacking tools probably exist out there somewhere.
While exploring Debug → 1967 → SDTEST I made the following findings:
Despite SDTEST providing no visual feedback, use Memory viewer to observe:
I don't know if it may be of use, but perhaps through that you could find out where the sounds are stored and create a sound player for DSVania Editor to help users pick sounds for their monsters, souls and weapons, maybe even find a way to export and import sounds.