How to convert ogg vorbis to mp3 in your browser — no upload
- Step 1Export or extract the OGG — From Godot, your
.oggmusic files are already in the project. From Unity, locate the source Vorbis asset (or export it) — Unity re-encodes on import, so the source.oggin yourAssetsfolder is what you want, not the runtime.assetsbundle. - Step 2Drop the OGG onto the tool — The dropzone reads the file into the browser tab only. Nothing uploads — relevant for unreleased SFX. It also accepts WAV, FLAC, M4A, Opus and video if your pipeline mixes formats.
- Step 3Verify sample rate and channels — The file panel reads the Vorbis header and shows sample rate and channel count. Confirm them — game SFX are often 48 kHz mono, music loops 44.1 kHz stereo. The converter preserves whatever it reads.
- Step 4Choose the MP3 bitrate — Bitrate is the only option: 320k for music loops you want pristine, 192k default, 128k for short SFX where size matters. For a community wiki or Discord, match their upload spec.
- Step 5Run and preview the loop — Click Run OGG → MP3, then play the embedded preview. Listen specifically to the loop point — MP3 encoder delay/padding can introduce a tiny gap that did not exist in the seamless Vorbis loop.
- Step 6Download the MP3 — Download keeps the base filename with
.mp3. For seamless in-engine looping, keep the original OGG or export WAV instead — MP3 is best for previews, sharing and MP3-only tools, not gapless playback.
Where game OGG Vorbis comes from
Common sources of the Vorbis files developers and modders feed into this converter, and what to watch for.
| Source | Typical format | Watch for |
|---|---|---|
| Godot project | .ogg Vorbis, often the streamed-music format | Usually clean Vorbis; loop metadata in .import is engine-only and is not carried to MP3 |
| Unity Assets folder | Source .ogg you imported | Unity re-encodes on import — convert the source .ogg, not the compiled bundle |
| Asset-store / itch packs | Vorbis loops + SFX, mixed sample rates | Check the licence before redistributing converted audio |
| Extracted game audio | Vorbis pulled from .pck/.assets | May be copyrighted; convert only audio you have rights to |
| OGG with Theora video | .ogg/.ogv container | This tool outputs the audio track only — video is discarded |
Bitrate vs. game-audio use
Matching the single Bitrate option to the kind of game audio you are converting.
| Audio type | Recommended bitrate | Why |
|---|---|---|
| Music loop / theme | 256k–320k | Music shows artifacts at low bitrate; keep it high for sharing |
| Ambient bed | 192k | Default is fine; ambience hides minor artifacts |
| Short SFX (hit, UI click) | 128k | Short and tonally simple; smaller is fine |
| Voice barks / dialogue | 128k | Speech needs little bitrate; preserves intelligibility |
| Seamless gameplay loop | keep OGG/WAV | MP3 padding breaks gapless looping — do not convert for in-engine use |
Cookbook
Real OGG-to-MP3 jobs from game-audio and modding workflows, with the bitrate to use and the loop caveat to remember.
Godot background-music OGG to MP3 for a trailer
Your Godot game's theme is a .ogg. You want it as MP3 for a trailer's editing timeline and for the press kit. 320k keeps it pristine.
Source: main_theme.ogg (44.1 kHz stereo, Vorbis) Option: Bitrate = 320k Output: main_theme.mp3 - libmp3lame @ 320 kbps, 44.1 kHz stereo preserved - any embedded art/tags copied Note: keep the .ogg in-engine for seamless looping.
Unity SFX pack to MP3 for a sound library
A pack of UI clicks exported as Vorbis. Short, simple sounds — 128k is enough and keeps the library small.
Source: ui_click.ogg (48 kHz mono SFX, ~0.3 s) Option: Bitrate = 128k Output: ui_click.mp3 - libmp3lame @ 128 kbps, 48 kHz mono preserved Free tier: well under 50 MB / 30 min.
Do NOT convert a seamless loop for in-engine use
MP3 encoders add delay and padding at the start of the stream, so a Vorbis loop that was gapless becomes slightly gappy as MP3. Keep OGG (or export WAV) for anything that loops in the engine.
Seamless Vorbis loop -> MP3: encoder padding adds a ~few-ms gap at the loop seam For in-engine looping: keep the .ogg, or use WAV For previews / sharing: MP3 is fine
Extracted Vorbis to MP3 for a mod community post
You pulled a Vorbis track from a game you own and want to share a clip on a forum that only accepts MP3. Convert at 192k, but check the game's redistribution terms first.
Source: track_extracted.ogg Option: Bitrate = 192k Output: track_extracted.mp3 (192 kbps) Reminder: extracted game audio is usually copyrighted — confirm you have the right to redistribute it.
OGV gameplay capture: pull the audio as MP3
An Ogg container holding Theora video plus Vorbis audio. This audio tool ignores the video and exports just the soundtrack as MP3.
Source: capture.ogg (Theora video + Vorbis audio) Option: Bitrate = 192k Output: capture.mp3 (audio track only; video discarded)
Edge cases and what actually happens
Seamless Vorbis loop becomes gappy as MP3
ExpectedMP3 encoders insert encoder delay and end padding into the stream, so a perfectly gapless Vorbis loop gains a tiny gap at the seam once it is MP3. This is a format limitation, not a tool bug. Keep the OGG (or use an uncompressed WAV) for in-engine looping; use MP3 only for previews and sharing.
Godot loop points / `.import` metadata not carried over
By designGodot stores loop begin/end and other import settings in sidecar .import files, not inside the audio. The converter only sees the .ogg itself, so engine-specific loop metadata cannot be transferred to the MP3. Re-set loop points in your target engine after import.
Unity compiled bundle instead of source OGG
Check sourceUnity re-encodes audio on import and stores it inside .assets/AssetBundle files, not as a plain .ogg. Feed the converter the original source .ogg from your Assets folder. There is no way to convert a runtime bundle directly here.
File is an OGG Theora video
By designA gameplay capture saved as .ogg/.ogv may contain Theora video. This is an audio converter: it extracts and re-encodes the audio stream to MP3 and discards the video. That is the intended result when you only want the soundtrack.
Multichannel (5.1) Vorbis source
SupportedSurround Vorbis is rare in games but possible. FFmpeg will encode it; MP3 supports stereo and mono well but multichannel MP3 support is limited and not universally played back. For surround, consider keeping a non-MP3 format.
Extracted game audio may be copyrighted
Check licenceAudio pulled from a shipped game is usually a copyrighted asset. Converting it for personal/offline use is one thing; redistributing the MP3 is another. The tool does not check rights — that is on you and the game's terms.
Very short SFX, encoder padding dominates
ExpectedFor sub-second SFX, MP3 encoder delay/padding is a large fraction of the clip, which can subtly shift timing. For tight, sample-accurate SFX triggering keep WAV; MP3 is fine for casual sharing of the sound.
File exceeds Free tier (50 MB / 30 min)
Tier limitA long ambient bed or full OST track may exceed 50 MB or 30 minutes on Free. Trim with the audio-trimmer, or upgrade to Pro (200 MB / 120 min) or Pro+Media (100 GB / unlimited).
Frequently asked questions
Does this work on OGG files from Unity and Godot?
Yes. Both engines use OGG Vorbis — Godot natively, Unity as its compressed-import codec. Convert the source .ogg (from Godot's project or Unity's Assets folder). FFmpeg decodes Vorbis and re-encodes to MP3 entirely in your browser.
Will the MP3 loop seamlessly in my engine?
No — MP3 encoders add delay and padding to the stream, so a gapless Vorbis loop gains a small gap at the seam as MP3. Keep the OGG or use WAV for in-engine looping. MP3 is great for previews, trailers and sharing, not for seamless gameplay loops.
Are my unreleased game assets uploaded anywhere?
No. FFmpeg runs as WebAssembly in your browser tab, so the audio is read and converted locally and never sent to a server. That makes it safe for NDA'd or pre-launch audio. It even works offline once the page has loaded.
Does it keep the sample rate of my SFX?
Yes. The converter preserves the source sample rate and channel layout — a 48 kHz mono SFX stays 48 kHz mono, a 44.1 kHz stereo loop stays 44.1 kHz stereo. There is no resampling on this tool; use the sample-rate-converter if you need to change it.
What bitrate should I use for game music vs SFX?
Music loops and themes: 256k–320k. Ambient beds: 192k. Short SFX and voice barks: 128k. Bitrate is the only control, and you should match it to the audio's complexity and your target platform's upload rules.
Why does my converted track have a tiny gap that wasn't there?
That is MP3 encoder padding. Unlike Vorbis, the MP3 stream has built-in delay and end padding, which shows up as a small gap on loop. It is inherent to MP3. For seamless looping keep the OGG or export WAV instead.
Can I convert audio I extracted from a game?
Technically yes, if the file is a Vorbis or Opus stream FFmpeg can decode. Legally, extracted game audio is usually copyrighted — fine for personal use, not for redistribution unless the licence allows it. The tool does not enforce this; you are responsible for rights.
Can it handle Godot's loop metadata?
No. Godot stores loop points in sidecar .import files, not in the audio data. The converter only sees the .ogg audio, so you will re-set loop points in your target tool after converting.
What about OGG files that are actually video (Theora)?
An .ogg/.ogv can contain Theora video. This audio tool extracts and re-encodes only the audio stream, discarding the video — which is exactly what you want if you only need the soundtrack from a gameplay capture.
How many files can I convert at once?
Free is one file at a time. Pro allows 10 per batch, Pro+Media 100, Developer unlimited. Every file encodes locally; batching just lets you queue more in a single pass.
Are tags and cover art preserved?
Yes — any Vorbis comments (title/artist/album) and embedded art are copied into the MP3's ID3v2.3 tag. Game-extracted Vorbis often has no tags at all, in which case there is nothing to copy. Add tags with the id3-editor afterward, or convert AAC engine exports with the M4A to MP3 tool.
Can I script this into my build pipeline?
Yes — pair the desktop runner and POST jobs to the local endpoint, or call the API schema with a single bitrate option (enum 64k–320k). The runner processes files locally, so even an automated pipeline keeps unreleased assets off the network.
Privacy first
Every JAD Audio tool runs entirely in your browser via FFmpeg (WebAssembly) and RNNoise. Your audio files never leave your device — verified by zero outbound network requests during processing.