WAV → OGG

WAV to OGG converter

Uncompressed WAV audio is encoded to Ogg Vorbis, a royalty-free lossy codec. Starting from WAV is a first-generation encode, so quality is as good as Vorbis gets at the setting you choose.

OGG

…or drag files and folders here. Add as many as you like — everything is processed on this device.

.aif .aifc .aiff .caf .flac .wav .wave

Game developers do this conversion more than anyone. Sound effects and music are authored as WAV, but Godot, Unity, Unreal, RPG Maker and most web-game frameworks ship Vorbis to keep download sizes down — a folder of WAV stems that weighs 500 MB is often 50 MB as Ogg with no audible difference in a game mix.

Sonic Batch encodes with libvorbis inside a WebAssembly build of FFmpeg and exposes the encoder’s own quality scale, from −1 to 10, instead of a vague “high / medium / low”. Because the source is uncompressed, every bit the encoder spends goes on your audio rather than on reproducing another codec’s artefacts.

Does this change the audio quality?

Vorbis is lossy, so some audio information is discarded. From a WAV source this is a single, first-generation encode: at quality 5 (around 160 kbps) most listeners cannot tell it from the original on typical music and effects.

  • Safari and iOS have no Vorbis decoder, so an Ogg file will not play in Apple browsers. Check your target platform first.
  • WAV tags are mapped to Vorbis comments where an equivalent exists. Cover art is not written into Ogg.
  • Loops that must be sample-accurate should keep the source sample rate; resampling shifts loop points.

A worked example

Shrinking a sound-effects folder for a web game

  1. Choose a folder of WAV one-shots — the queue reads every file inside it.
  2. Leave rate control on Quality and pick 4 for effects, or 5–6 for music.
  3. Set Channels to Mono for effects that are positioned in 3D by the engine; it halves the size again.
  4. Convert all and download the ZIP, then drop the .ogg files into the project’s audio folder.

Quality 4–6 covers almost every game and web use

Quality 4 is roughly 128 kbps and plenty for sound effects heard under a mix. Quality 5, about 160 kbps, is the long-standing default for music. Quality 6 or 7 is worth it for a soundtrack people will listen to on its own. Above that the files grow quickly for differences few people can hear, so keep the WAV masters and re-encode if you ever need more.

Supported formats, limits and browser notes

Sonic Batch decodes with the browser when it can (faster, no engine download) and falls back to the self-hosted WebAssembly engine when it cannot. Every combination below works in every listed browser; the column only tells you which decoder does the work.

Input formats accepted by this page
InputWhat it isChromeFirefoxSafariiOS
WAVRaw PCM samples with a small header. Perfect fidelity, roughly 10 MB per stereo minute.NativeNativeNativeNative
AIFFApple’s uncompressed PCM format — the WAV equivalent for Logic and Pro Tools.PartialPartialNativeNative
FLACLossless compression, typically 50–60% of WAV size, bit-identical when decoded.NativeNativeNativeNative
CAFApple container used by older iOS Voice Memos. Usually holds ALAC, IMA4 or raw PCM.EngineEnginePartialPartial
Output formats this page can write
OutputEncoderBitrates / depthSample ratesTags
OGGlibvorbis32–320 kbps8–96 kHzYes
Max per file
400.0 MB
Max per queue
4.00 GB
Max duration
4:00:00
Max archive
1.50 GB

These are enforced ceilings, checked before any decoding starts, not measured maximums — a file over the limit is rejected rather than allowed to exhaust the tab’s memory. Real-world capacity is lower on older phones, which is why the scheduler runs one file at a time on iOS and Safari.

Where your audio goes

Nowhere. Your file is read from disk into this browser tab with the File API, decoded and encoded by code running in that same tab, and handed back to you as a download. It is never transmitted.

That is a structural property of the application, not a policy promise: there are no API routes, no server actions and no third-party processing services in this project, so there is nothing capable of receiving a file. The page’s Content-Security-Policy also restricts connections to this origin, and the automated test suite includes a browser test that fails if any network request during import, preview, conversion or download carries media bytes.

The trade-off, stated plainly: results live in your tab’s memory until you download them. Closing or reloading the page discards them. There is nothing on a server to recover, because nothing was ever put there.

Read the full privacy detail

Troubleshooting

The Ogg plays in Chrome but not in Safari.

Safari has no Vorbis decoder. The file is fine; it is a platform limitation. Use MP3 or AAC where Apple playback is required, or ship both.

My looping music now has a gap or click at the loop point.

Make sure the sample rate is on “Same as source” so the loop length in samples is unchanged, then set the loop points in the engine’s import settings rather than relying on silence at the file edges.

The Ogg is barely smaller than the WAV.

Check the rate control. A very high quality level or a fixed 320 kbps bitrate on a short mono effect leaves little to save. Quality 4–5 typically produces files around a tenth of the WAV size.

Frequently asked questions

Is OGG better than MP3 for games?

For most engines, yes. Vorbis is royalty-free, loops more cleanly than MP3 and is slightly more efficient at the same bitrate. MP3 remains the safer choice only where the target has no Vorbis decoder.

Should I use Opus instead of Vorbis?

If your engine or player supports Opus, it is the more efficient codec. Many game engines and older tools still expect Vorbis in .ogg, which is what this page writes.

Can I convert a whole folder at once?

Yes. Choose a folder or drag it in, apply one setting to every file, and download the results individually or as a single ZIP with a manifest.

Are my WAV files uploaded?

No. libvorbis runs as WebAssembly in your browser tab, served from this site. There is no upload endpoint, so the audio never leaves your device.