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Supports: M4A
M4A is AAC audio inside an MPEG-4 container. OGG is the Xiph.Org container, and on this page it is filled with Vorbis — the open, royalty-free codec that game engines, Linux software, and web audio pipelines expect when they ask for "an ogg". Both codecs are lossy, so the useful goal here is a clean sideways move at a matching bitrate, not an upgrade.
.m4a is accepted here; queue as many as you like and they run with the same settings..ogg wrapper. Audio Sample Rate, Audio Channel and Trim all start on "ORIGINAL" / "Unchanged"..ogg. Files are uploaded over an encrypted connection, processed on our servers, and deleted automatically a few hours later — no sign-up, no watermark.Ogg is only a wrapper; the codec you choose decides what the file actually is. Switching the Audio Codec also changes which other controls do anything, which is the part that catches people out.
| Codec | Lossy? | Sample rates offered here | Notes |
|---|---|---|---|
| Vorbis (starting choice) | Yes | Original, 44100, 48000 Hz | What almost every tool means by "an OGG file". Variable Bitrate maps onto Vorbis's own quality scale |
| Opus | Yes | Full list, 8000–48000 Hz | More efficient than Vorbis at low rates, but Opus only encodes 8/12/16/24/48 kHz — a 44100 Hz request is snapped up to 48000 Hz |
| FLAC | No — lossless | Full list | Lossless in an Ogg wrapper. The bitrate controls still render but cannot change a lossless stream; the encoder uses a compression level instead |
| Speex | Yes | 8000 or 16000 Hz only | A speech codec. "ORIGINAL" is not even offered, so music will be downsampled to telephone bandwidth. Avoid it for anything but voice |
| Property | M4A | OGG (Vorbis) |
|---|---|---|
| Container | MPEG-4 Part 14 | Ogg, from the Xiph.Org Foundation |
| Codec | AAC, occasionally Apple Lossless | Vorbis |
| First released | AAC 1997 | Vorbis from 2000, by Xiph.Org |
| Licensing | AAC is patent-licensed | Patent-free and royalty-free |
| Apple playback | Native | Not native; needs VLC or a similar player |
| Game engine support | Uneven | Unity and Godot both list .ogg as a supported import format |
| Bitrate control style | Encoder-dependent | True VBR by quality level, plus CBR if you need it |
| Common "good enough" setting | 128–192 kbps AAC | Vorbis quality 5, a nominal 160 kbps at 44.1 kHz stereo |
.oga. Some software distinguishes the two even though both are Ogg audio — M4A to OGA writes the same audio under that extension.A little, because both sides are lossy and the server always re-encodes — there is no path that copies the audio through untouched. Set the Vorbis bitrate at or slightly above your M4A's rate and the second generation of loss is very hard to hear. Going far higher does not recover anything; it only inflates the file. If your M4A happens to hold Apple Lossless rather than AAC, keep it lossless with M4A to FLAC instead.
Because a specific target asked for it. Ogg Vorbis is one of the formats Unity and Godot list as importable, and Godot's own documentation recommends it specifically for music, speech, and longer sound effects because it compresses harder than WAV. It is also what a great deal of open-source and Linux software expects, and it is patent-free, which matters for projects that want to avoid codec licensing entirely. If the target is a generic media player or a phone, M4A to MP3 is the safer compatibility choice.
No, though the confusion is understandable. Ogg is the container; Opus and Vorbis are two different codecs that can both live inside it. A file named .ogg conventionally means Vorbis, which is what this page produces. Opus is the newer Xiph codec and beats Vorbis in Xiph's own listening tests at 64 and 96 kbps — if that is what you want, pick it from the Audio Codec list, or use M4A to Opus to get the .opus extension as well.
Match the source. A 128 kbps AAC file pairs well with the 128K entry, and 160K or 192K gives the second lossy generation extra headroom. Vorbis's own quality scale is what these entries drive: the 160K entry corresponds to Vorbis quality 5, which is a nominal 160 kbps for 44.1 kHz stereo input. One quirk worth knowing: the 384K entry has no Vorbis quality equivalent, so it falls back to a fixed 320 kbps stream rather than true variable bitrate.
The sample rate list adapts to the codec. With Vorbis chosen, the dropdown offers "ORIGINAL", 44100 Hz and 48000 Hz — the rates the encoder handles reliably across the full bitrate range. Switch the Audio Codec to Opus or FLAC and the low rates appear; switch to Speex and only 8000 and 16000 Hz remain, because Speex is a narrowband and wideband speech codec.
It targets a size by working out the bitrate your file's duration needs, then encodes at that rate — so the result lands close rather than exactly on the number. There is one deliberate limit in our pipeline: if the size you ask for implies a bitrate higher than the source's, we cap it at the source bitrate rather than inflating a 128 kbps AAC into a 320 kbps Vorbis file. Padding a lossy source with extra bits adds size without adding detail.
Not reliably. Vorbis comments can carry title, artist, and album, but the artwork and extended MPEG-4 atoms in an M4A do not map cleanly onto them, so treat metadata as something to re-apply in your target tool rather than something guaranteed to survive. Game engines generally ignore tags entirely, which is why this rarely matters for the most common use of this conversion.
Files are uploaded over an encrypted connection, processed on our servers, and deleted automatically a few hours after conversion — never shared, never made public, and no account is required. For a long recording the practical constraint is upload time over your connection rather than the encode. If you only need part of a track, the Trim control sets a start time and duration before conversion, or the Audio Cutter trims an existing file without changing its format.