OGG to MP3 Converter

Convert OGG Vorbis files to MP3 in your browser, which is what game audio and older open-source recordings usually need before anything else will play them.

The converter is ffmpeg compiled to WebAssembly. It downloads once (30 MB) when you pick your first file, then stays in your browser cache.

A higher bitrate keeps more detail and costs more bytes. 192 kbps is transparent for most music on ordinary gear, 128 is plenty for speech, and 320 is the practical ceiling for MP3.

Your file is processed by your own browser and never uploaded. The engine itself is a one-time 30 MB download the first time you use it, and after that it comes out of your browser cache.

How to use OGG to MP3

  1. 1Drop your .ogg or .oga files onto the box above, or click to pick them.
  2. 2Choose a bitrate. Match or slightly exceed the source rate, since going higher cannot add anything back.
  3. 3Play the result to check it, then download. A batch comes out as one .zip.

What is actually inside an .ogg

The extension names a container, not a codec, and that trips people up. An .ogg file usually holds Vorbis, which is the codec people mean when they say OGG. It can just as easily hold Opus, FLAC or the ancient Speex. All of those are read here, so you do not need to know which one you have before starting.

It matters for one reason: what you should expect from the result. Vorbis and Opus are both lossy, so to convert OGG to MP3 in either case is a second lossy pass. If the container happens to hold FLAC, it is a first-generation encode instead, and you can be generous with the bitrate.

The compatibility trade

Vorbis is a good codec. It is free of patent encumbrance, which is why it became the default for game engines, and at the same bitrate most listening tests put it slightly ahead of MP3. None of that helps when the thing you need to play the file on has never heard of it.

That is the entire reason this page exists. Car head units, older phones, DJ software, hardware samplers, video editors with a fixed import list, and a surprising amount of broadcast software will take an MP3 and refuse an OGG. The conversion costs you a small amount of fidelity and buys you a file that works.

Pick a bitrate that matches the source

This is the mistake worth avoiding. Re-encoding a lossy file at a much higher bitrate does not improve it; it only makes it bigger. The MP3 encoder cannot see the detail Vorbis already discarded, so all the extra bits go into describing the compressed result more precisely.

If the source is 128 kbps, choose 128 or 160. If it is 192, choose 192 or 256. Reserve 320 for sources that were lossless to begin with.

Everything runs on your own machine, with ffmpeg compiled to WebAssembly and cached by your browser after the first file.

Frequently asked questions

Where do OGG files usually come from?
Game assets, overwhelmingly. Unity, Godot, Unreal and most indie engines ship audio as Vorbis in an .ogg container because it is royalty-free and compresses speech and loops well. The other common sources are Wikipedia and Wikimedia audio, older Linux desktop recordings, and Spotify's own internal format before it moved on.
Will the MP3 sound worse?
A little. Vorbis is already lossy and is generally considered slightly better than MP3 at the same bitrate, so this is a small downgrade traded for compatibility. If the destination reads OGG at all, there is no reason to convert.
What bitrate should I pick?
Do not go far above the source. A 128 kbps Vorbis file re-encoded at 320 kbps is two and a half times larger with no audible gain, because the detail Vorbis discarded is not in the file for MP3 to find. Matching the source rate, or one step above it, is the sensible choice.
My .ogg is actually Opus. Does that work?
Yes. The .ogg extension is a container, and it can hold Vorbis, Opus, FLAC or Speex. All of them are read here. Opus in particular is much better than MP3 at low bitrates, so converting a low-bitrate Opus file down to MP3 is where you notice the loss most.
Can I batch a game's whole audio folder?
Yes, as many files as you like. They are processed one after another and offered as a single .zip. Nothing is sent anywhere, which matters if the assets are not yours to distribute.

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