
Well, here it is. The rip weighs in at 555 songs. I only removed one song that was just 7 seconds of silence. I renamed the files to read a little bit better but didn’t really do any kind of creative naming or title matching to the original soundtrack. I just did things like replacing underscores with spaces and unshortening certain words, so they still read like development filenames. I did some minor organization by moving main themes to the top, followed by memorable melodies in alphabetical order, followed by more of the dynamic music which are a bunch of interchangeable samples and moods.
Specs:
The original format was quad channel .XVAG files. I was able to split the streams for each file manually using a BMS script to deinterlace the streams and hex editing pretty much every file to find out the stream offset. The end result were actually just native MP3 256Kbps files, so sadly no uncompressed streams here.
Download:
The Last of Us – Complete.7z (532.1 MB)
https://mega.co.nz/#!GoIRVSCS!EIp74hiocofTIKYWKdXlTQxuMlNn24iXzBRZA2Q Zvwc
Extra Stuff:
So, since the .XVAG files were originally quad channel surround sound streams, I just took the stereo source files and discarded the left and right side channels for the rip. If you are interested in checking out the quad channel stuff, I have uploaded those as well but there isn’t any metadata for those files as they are straight out of the conversion process. You will see twin sets of files in the Source Tracks archive. Files ending with "_1" are the stereo tracks, and the files ending with "_2" are the left/right side channel tracks.
Also I have included an archive called "Unconverted TLOU Files" which has the following files I was unable to deinterlace inside if anyone wants to take a crack at it:
23_toyfluteandpads_mix.xvag
136_marimbahorn_mams.xvag
The Last of Us – Source Tracks.7z (979.5 MB)
https://mega.co.nz/#!b5BwGBaZ!IIEkXwiz4wFrOsyXugR8OQj6t-UxbbGiLwbvLt7XNqA
Unconverted TLOU Files.7z (15.2 MB)
https://mega.co.nz/#!OlZxwIBC!XkULOCQ8LGehcfkmtM77TEcLdlBUgaI6vc2zlLQ n9bc
Cheers everyone.
Are you sure about that? I had the feeling some of the files have more channels (stems) like on the Uncharted series. Usually the MAMS.
Also I have included an archive called "Unconverted TLOU Files" which has the following files I was unable to deinterlace inside if anyone wants to take a crack at it:
23_toyfluteandpads_mix.xvag
136_marimbahorn_mams.xvag
23 – Toy Flute And Pads (Mix) (http://www7.zippyshare.com/v/54291599/file.html)
yes, as those are SFX-filled.
I was able to split the streams for each file manually using a BMS script to deinterlace the streams and hex editing pretty much every file to find out the stream offset.
Speaking of, how did you find out the correct interleave values?
I’m pretty sure, I listened to every file and none of them were skipping due to deinterlacing them improperly. The only one to my knowledge that has 6 channels is the "136_marimbahorn_mams.xvag" one that I wasn’t able to find a value for. I even tried brute forcing the value by incrementally increasing the offset in the script but I eventually gave up on it. It’s also the only file with mams in the name in the archive. The source tracks under extra stuff have the original archive filenames if you want to check them out.
Aye, the MAMs are 6 channels. as are the cutscenes, something that appears to be missing from this collection!
These are just the files straight out of the music.psarc archive. I didn’t extract any music (and the resulting sound effects) from cutscene video files.
Speaking of, how did you find out the correct interleave values?
Manually with a hex editor. I was going down the list and they seemed to have a common value, so I just ran a BMS deinterlace script on the entire folder with a specific value. The script would fail on files that didn’t have a matching value. So I basically just compared what didn’t get deinterlaced and found the values for those, ran the script again and repeated the process about 8-10 times. This created a TON of overlapping files though, as the script would fail sometimes and produce a file that still skips. So I had to manually listen to each one and delete each one that skipped, dumping the working ones into a folder until I had mostly everything. The entire process probably took around 7-8 hours haha.
23 – Toy Flute And Pads (Mix) (http://www7.zippyshare.com/v/54291599/file.html)
Thanks! Much appreciated. I couldn’t get that one for the life of me for some reason.
Which value? The string FF FB D4 occurs every 768 decimal value, but using this or a multiple of that didn’t work for me.
I used the method described in this post: XeNTaX ? View topic – PS3 .xvag files (http://forum.xentax.com/viewtopic.php?p=86146&sid=943a1f8b60f822994eef3652bb529184#p86146)
Specifically the value I was changing was the offset which you find by selecting everything from the bottom of the file until the next batch of FF FB flags, then pasting it into a new file and looking at the offset for what I just pasted. I was using the script in the post second from the bottom of that thread.
I’m really glad to see my tutorial being put to good use 😀
I also deinterleaved the 136_marimbahorn_mams.xvag for you as well to add to the rip.
136_marimbahorn_mams (https://mega.co.nz/#!9wczWApa!CSFGHjFmGVq6ME_aW1x_vm3xdRJLtssl41KKHyb F6Os)
The channel count in the header for that file is incorrect. It is actually an 8 channel file, although the _3 and _4 outputs from the script are complete silence.
I thought it was weird that a supposed 4 channel file had a header length of 0x174. That’s usually how long an 8 channel XVAG header is. So I changed the layers in the BMS script from 2 to 4 and it worked 🙂
Does this rip also include the variation of the All Gone theme that plays towards the end of the winter chapter?
EDIT: Seems like it does not contain the slow menu theme. I reckon it’s stored as a sound instead of music. 🙁
Main Melody Bass Only Menu Edit, Airy Strings and Bass Final Mix, Bowed Guitar Solo Menu Edit, and Dark Guitar Guitar Only Menu Edit are all the songs that play in the main menu
Ellie Carry Op Room and the variations should be obvious
Dark Scary Explore Pads Final Mix Menu Edit, GS Tension 1, Gas Mask Explore Final Mix, JM Tension 3, JM Tension 4, JM Tension 5, and JM Tension 6 are all songs that play in the multiplayer lobby
Guitar Bass and Harmonica One Shot After Cutscene and the variations play during the very last part of gameplay
Keyboard Giraffe Loop should be obvious
Pad Only Loop is when you’re playing as Joel after he got stabbed by the rebar
Theme Edgy Guitar Loop plays when you’re helping Bill push his truck
Theme Edgy Mood 1 to 6 play when you’re walking around the town with Henry and Sam
The Cannibal Combat tracks play in the University when you’re leaving it
The Joel Rage tracks are when you’re in the hospital in Salt Lake City
AC Tension 1 Combat plays when you’re killing the infected with David in the area the Bloater drops down
The rest are various combat/exploration songs or area-specific songs (e.g. David Fight, Home Car Ride, etc.)
You did God’s work son. I really couldn’t understand why they left out so many tracks in the official OST (the title music being the most obvious one)
Only one piece is missing in the Gamerip as well in the OST… it’s a similar version of All Gone (Aftermath).
It’s played in the cutscene "I’m not her".
The Last of Us Cutsene 26 – I’m not her – YouTube (http://youtu.be/VGHvPObAMuc?t=1m2s)
Looking around since weeks for this… 🙁 Would be really great if someone had a hint!
The Last of Us – All Gone (Ellie kills David Scene) Not included in the OST – YouTube (http://www.youtube.com/watch?v=rsTUxbP5_IQ)
Have you tried to find it on the OST?
Is there any chance you could extract the "sfx.psarc" file from the game disc? OR point us in the right direction as to how to do that?
Us n00bs only got so far with no luck 🙁
You are a god btw.

The file does not exist any more.
Has the RIP been updated to included the previously unconverted files?
Or could someone reup this?
Thanks!
Has the RIP been updated to included the previously unconverted files?
Or could someone reup this?
Thanks!
I hadn’t realized this but I actually did convert that file, it’s #99 in the original upload. You can get the other quad channel file from here, courtesy of Infernus Animositas: https://mega.co.nz/#!9wczWApa!CSFGHjFmGVq6ME_aW1x_vm3xdRJLtssl41KKHyb F6Os
Kudos to Infernus Animositas as well!
Thanks
———- Post added at 01:56 AM ———- Previous post was at 01:26 AM ———-
I hadn’t realized this but I actually did convert that file, it’s #99 in the original upload. You can get the other quad channel file from here, courtesy of Infernus Animositas: https://mega.co.nz/#!9wczWApa!CSFGHjFmGVq6ME_aW1x_vm3xdRJLtssl41KKHyb F6Os
I combined the four channels just as an experiment, i upped it just in case anyone is interested
chrome://mega/content/secure.html#!iAABGAIC!LOQJnFcoJR71umzSJNV1OhHg8CFC A_UrxYWP8nHFqjQ
I tried the tutorial and did what was instructed but couldn’t get it to work.
I extracted a psarc that supposedly had all the dialogues and got 35000+ files that didn’t have any extension. I added .wav to a few that had larger file size and found audios that were used in the cutscene.
I want to isolate the dialogues from music and sound effects and save the dialogue in separate wav files. After I saw this forum, I renamed a source file to xvag and tried the tutorials but I got 2 weird sounding files that were nothing like when the source file was .wav.
Is there a way to isolate or extract the dialogue from the cutscene audio file?
Thanks in advance.
So happy to see your reply 🙂
https://drive.google.com/folderview?id=0ByIVyOBFNEN4TjlkTmRGVVVaTTA&usp=sharing
1D227 was from DLC, and 8F4B was from the main game.
D9CA was also from the main game and this is the very first one I worked on. All these files didn’t have an extension, so I added .wav to them, and I got audios for cutscene, but since I want dialogue only, I changed it to.xvag and went through the tutorial. But I had no luck, so I changed it back to .wav, and now it has weird noises.
Hopefully, you could shed some light to this 😀
Thanks so much!
If I attempt to deinterleave the track into 3 layers, vgmstream freezes. If it were a six channel interleaved audio file, you would hear the playback cutting in and out as each block is played but this doesn’t happen. You can listen to it without any silence gaps.
However, DC9A is interleaved as you can hear this phenomonon happening if you play it with vgmstream without deinterleaving it first. Here are the variables I used in the file deinterleave script for DC9A:
set HEADER 0x134 # zero if skip is at end of block, otherwise = first skip at start
set PRESERVE 1
set ADJUST 0
set BLOCKSIZE 0x2A00 # size of one complete block
set INTSIZE 0 # size of one single interleave block. Set Blocksize to zero to take this value instead.
set LAYERS 2
set SKIP 0 # area at start of each block to skip
And here are the resulting files I got from deinterleaving it 🙂
Zippyshare.com – D9CA_1.xvag (http://www56.zippyshare.com/v/3845203/file.html) – D9CA_1
Zippyshare.com – D9CA_2.xvag (http://www56.zippyshare.com/v/98339632/file.html) – D9CA_2
D9CA is a soundtrack rather than what I thought it was…
Anyways,
Thank you so much for this!
You can find the complete Game rip here :
http://downloads.*********.com/game-soundtracks/album/the-last-of-us-gamerip-2013-
😉
You can find the complete Game rip here :
http://downloads.*********.com/game-soundtracks/album/the-last-of-us-gamerip-2013-
😉
your link doesn’t work
Message me if it goes off.
Message me if it goes off.
when getting the link on mega you need to select the FULL Link option in the dropdown menu
https://mega.nz/#!FBUWGCJB!ufZwpiiH-ZumATnwijkq0n06S6F73p1WyN4s1rJYqEI
Third time a charm, huh !
https://mega.nz/#!FBUWGCJB!ufZwpiiH-ZumATnwijkq0n06S6F73p1WyN4s1rJYqEI
Third time a charm, huh !
perfect