this repo is not updated anymore, check here for new content. You can still create issues or discussions post though to ask for something
GenshinAudio (also see : GenshinTextures | GenshinCutscenes)
All audio extracted from Genshin Impact, music, voicelines and everything else (for music, look at older commits)
Have fun listening them :)
If you have any questions or suggestions : or create a discussion
You can :
- Browse the files and download the ones you need individually
- Download the entire repo as a zip file (~18Gb)
- Clone the repo with
git clone https://github.com/Escartem/GenshinAudio
including .git folder (~34Gb)
- all files are in English, I do not plan to add other languages unless being asked so if you want to see another one just create a discussion and ask it here
- files are not named (see the technical stuff section to see why) you'll have to find manually if you're searching for a specific one. Here is a quick reference though:
Minimum
-> login screenMusic
-> music who would have guessed thatStreamed and Banks
-> looks like generic sounds not related to english pack- In language folder there is
External
andPCK
,External
seems to have more sfx but I'm not sure
- due to github limitations, some folders don't display all the files when browsing in the website
If you want to help give files a name or understand about the extraction here are a few things:
In .pck
files, containing the audio, there are mulitples markers to identify the files in it, one wave
to indicate start of file with RIFF
or RIFX
4 bytes before for endianness and then there should be a list
marker with filename after it and then data
with data of the audio file.
However for most of the files the list
marker is not here along with filename
I'm no unity expert but I guess the filenames might be mapped somewhere else and referenced through their offset.
If you are interested, here is the script I used with quickBMS :
for i = 1 # run through loop with count variable i
FindLoc OFFSET string "WAVE" 0 "" # search for "WAVE", save position as variable OFFSET
if OFFSET == "" # when nothing is found
cleanexit # the script exits (e.g. at end of file)
endif
math OFFSET -= 8 # jump to possible
goto OFFSET # RIFF/RIFX file start
getDstring IDENT 4 # read string of 4 bytes, save variable as IDENT
if IDENT == "RIFX" # differentiate between header possibilities
endian big # set endianness to big, if file has RIFX identifier
callfunction write 1 # see function section below
elif IDENT == "RIFF" # endianness stays little
callfunction write 1 # also run function
else # string "WAVE" found, but doesn't belong to wave file
set SIZE 0xc # do as if something with 0xc bytes was found to continue search from the right position
endif
set SEARCH OFFSET # set marker to position from where to search next
math SEARCH += SIZE # (that would be after the file that was found)
if SEARCH == FSIZE # in case the last found file ends with the main file, we exit
cleanexit
endif
goto SEARCH # if we haven't exited the script above, we set out cursor to after the last found file
next i
startfunction write # function "write" starts here, is called when a wave file is found above
get NAME basename # save name without extension under variable NAME
string NAME += "_" # add underscore to the name
string NAME += i # add the loop variable to the name
goto OFFSET # set cursor to the beginning of the found file
get DUMMY long # RIFF/RIFX identifier, not needed
get DUMMY long # riff size, not needed
get DUMMY long # "WAVE", not needed, we arrive at the "fmt " section
for # loop search for the "data" section at the start of the stream (get the stream size from there)
getDstring AREA_NAME 4 # name of area in header
get AREA_SIZE long # size of area in header
savepos MYOFF # save position we are at
if AREA_NAME == "data" # when we arrive at the needed "data" area:
break # we exit the loop
else # otherwise:
math MYOFF += AREA_SIZE # not reached "data" area -> adjust cursor position...
goto MYOFF # ... and go there
endif
next # remember: the cursor is now directly at the stream start
set STREAMSIZE AREA_SIZE # the last AREA_SIZE is the size we need (size of the audio stream)
set HEADERSIZE MYOFF #
math HEADERSIZE -= OFFSET # calculate the size of the stream header (offset - offset = size)
set SIZE HEADERSIZE #
math SIZE += STREAMSIZE # calculate complete file size (header + stream = file)
log MEMORY_FILE OFFSET SIZE # write file to memory
math SIZE -= 8 # subtract 8 bytes to get the riff size
putVarChr MEMORY_FILE 4 SIZE long # write the correct riff size to the header inside the memory
string NAME += ".wem" # add extension to the name (the name could contain the name of the first marker if the file has markers)
math SIZE += 8 # add the subtracted 8 bytes again
log NAME 0 SIZE MEMORY_FILE # write file in memory to disk
endfunction # remember that we continue with our next i now!
there was also a retrieveName
function that I removed because most of the filenames that were found (if there was some) were in chineese and vgmstream replaced those characters with ????
which the script didn't liked. But here was the function when AREA_NAME
was equal to "LIST" :
startfunction retrievename # get possible file name from first marker name, rmember: our cursor is after the size of the LIST area
get DUMMY long # always "adtl", not needed
get DUMMY long # always "labl", not needed
get MSIZE long # size of the label area for this marker
math MSIZE -= 4 # subtracting 4 bytes leaves us with the length of the marker label
get DUMMY long # marker type, not needed
getDstring MNAME MSIZE # cursor is at the beginning of the label name, now get the marker name with the desired length MSIZE
string NAME += "~"
string NAME += MNAME # add the marker name to the file name
endfunction
If you have any ideas about that, any help is appreciated <3
I do not own the music as they are the property of Genshin, but if you are using them it would be appreciated to credit this repo to help it gain popularity, thx <3