ROM Hack hi i need a soundfont

Most don't call them sound fonts around here but I imagine those that will be able to answer the question will know so there is that. For others playing along at home then a font is a library of characters (or mathematical cures to create characters) and a sound font is like that but rather than characters/runes/glyphs/pictograms/... you have sounds instead. A library of sounds then being called a sound font. Many audio sequencing programs will use the term.

In what capacity do you want it? There are two main things people do with them, and they each have features that either make them harder to make for that purpose or even all but useless for it.
1) Use them to function as instrument libraries for their music sequencer.
2) Use them to help boost the playback capabilities of DS game sound playback things (the 2sf format being the main one people go in for here). A properly made 2sf should have that all sorted anyway. If you need to make one then I used to like VGMtoolbox for things here, however there might be newer stuff today. Hopefully you can find the donor audio library used for it too as that got hard to source at one point.

I have not looked at those games in a while but both of those were music based games so they might not have used the common SDAT sound format that the vast majority of DS games used, or they might have had additional sounds beyond the SDAT stuff. I don't appear to have looked at them as part of https://gbatemp.net/threads/the-various-audio-formats-of-the-ds.305167/ but something is ringing a bell. On the other hand I just found a couple of different Rhythm Heaven 2sf files (don't know if I can link them) out there in the world.

If it is SDAT then the sequenced audio format was called SSEQ. It was flanked by the SBNK format (sound bank) which in turn housed various wave samples (see SWAV and SWAR, which also appeared for other things in the SDAT format).
Back when at least there was no way to easily convert SBNK into an instrument library that would play nicely with a program. There might be today. I mostly just ripped the individual samples and added them manually as instruments to whatever program I was playing with.

If it is not SDAT that the game uses, or the sounds you care about are separate to SDAT related stuff then I already linked my thread on the various non SDAT formats I had seen for the DS and how I approached them. Most of them were wave based formats of one form or another but later on we did start seeing custom sequenced stuff.
If push comes to shove then you could go manual for a lot of this and silence any irrelevant audio in a game, disable channels if necessary (the DS has some 16 of the things, most people usually disable the ones playing sound effects to rip the music but it is easy enough to go the other way), possibly fiddle with the audio tracks (you need not create a full listing of the format if you just find a command that plays what you want and tell it to play that such that you can easily grab and isolate it, or you decide to replace the sample bank with all of the one sound you want -- the same sorts of approaches we teach people wanting to rip sprites and models from emulators or fill in tables for FAQs to use cheats and whatnot work just as well here) and rip the samples from an emulator with a loop back system or something.
 

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