The game uses quite a realistic physics engine. The ball is modelled as a sphere (roughly) and each car has a cuboid hitbox of slightly different dimensions. Therefore things like the tilt in a dodge or an aerial (using air roll) alters the trajectory of the ball after impact. Spin does affect the ball when travelling through the air as it curves towards the direction of spin but not when travelling along the ground (at least not noticeably). Obviously the angle at which you hit the ball is going to have the most effect on its trajectory. Collisions in the game are purely Newtonian and momentum based so boosting and driving at the same speed will have the same effect on the ball.
On a gameplay level, its best just to go in to free play and get use to the mechanics of the game instinctively so that you can judge what your touches will do to the ball.
TLDR: the files are there but they seem to be protected.
Background music
Sound files of Rocket League have the WEM extension and are located in the directory
%ProgramFiles(x86)%\Steam\steamapps\common\rocketLeague\TAGame\CookedPCConsole\
Now of course the question is, which one of them is it? You can use SysInternals Process Monitor, set a filter for ".wem" and then start a Neo Tokio local game with AIs.
This will give you the name 642633853.wem
.
To play that file, you need to convert it first. ww2ogg [Github] (direct Download) can extract the sound and make it an OGG file.
On my PC the conversion pretended to be successful
Audiokinetic Wwise RIFF/RIFX Vorbis to Ogg Vorbis converter 0.24 by hcs
Input: 642633853.wem
RIFF WAVE 2 channels 44100 Hz 368432 bps
6023303 samples
- 2 byte packet headers, no granule
- stripped setup header
- external codebooks (packed_codebooks.bin)
- modified Vorbis packets
Output: 642633853.ogg
Done!
but VLC player could still not play it, even with the K-Lite codec pack installed.
Sound effects (SFX)
The sound effects are stored in the same directory and have two different file extensions: BNK and UPK.
The BNK file format is documented in the Xentax Wiki. A BNK file can contain many sounds. The file is easier to identify in this case, since it contains Neo Tokio in the name: SFX_Amb_NeoTokyo.bnk
. As the name suggests, this is more about the ambient sounds, so I don't expect your goal sound to be in there.
You can use BNK extract to get the WEM files out of it, then use ww2ogg as mentioned before. Same result here: I could not play the files.
The other file is NeoTokio_SFX.upk
. UPK is a file format of the Unreal engine. You can get an unpacker on Gildor (Direct Download).
Unfortunately that extractor fails on my machine as well, which makes me think that the files are encrypted or obfuscated.
Best Answer
After watching pros such as Kronovi play 1v1 matches (or even 3v3/4v4), I have to say one of the best strategies for getting the ball off of the corner wall is this:
It's a very tricky tactic, but if you can pull it off, it catches your opponent(s) off guard 80% of the time.