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Supports: VOC
VOC (Creative Voice) is the native audio format of Creative Technology's Sound Blaster sound cards — the dominant PC audio hardware of the DOS era, introduced alongside the original Sound Blaster card in 1989. VOC stores audio in typed data blocks (8-bit unsigned PCM, 4-bit and 2.6-bit Creative ADPCM, 16-bit signed PCM, plus A-law and mu-law) wrapped in a 26-byte header. AIFF (Audio Interchange File Format) is Apple's uncompressed PCM container, finalized at version 1.3 in January 1989 and based on Electronic Arts' IFF — the macOS-native counterpart to WAV. Common reasons to convert VOC -> AIFF:
| Property | VOC | AIFF |
|---|---|---|
| Developer | Creative Technology (Sound Blaster) | Apple Inc., based on EA's IFF |
| Introduced | 1989 (with original Sound Blaster) | 1988 (v1.0); v1.3 finalized Jan 1989 |
| Container structure | 26-byte header + typed data blocks | IFF FORM with COMM + SSND chunks |
| Compression | Uncompressed PCM, Creative ADPCM, A-law, mu-law | Uncompressed PCM (AIFF); compressed variants in AIFC |
| Bit depth | 8-bit unsigned, 16-bit signed | 8/16/24/32-bit signed integer; 32/64-bit float |
| Native playback today | DOSBox/DOSBox-X, VLC, retro tools | macOS Finder, QuickTime, iTunes/Music, every DAW |
| Typical 4-min file (16-bit/44.1k stereo) | ~42 MB | ~42 MB |
| Best for | Retro PC audio, DOS-game assets | Lossless editing on Apple/pro audio pipelines |
| Setting | Choice | When to use |
|---|---|---|
| Channels | Original | Preserve the source layout (recommended for archival) |
| Channels | Mono | Single-mic Sound Blaster captures, voice samples, retro SFX |
| Channels | Stereo | Music tracks or stereo recordings; up-mixes mono to dual channel |
| Sample rate | Original | Keep VOC's recorded rate (often 8000, 11025, 22050, or 44100 Hz) |
| Sample rate | 8000 Hz | Speech-only assets where size matters more than fidelity |
| Sample rate | 22050 Hz | Many DOS-era game samples were captured at this rate |
| Sample rate | 44100 Hz | CD-quality target for distribution or mastering |
| Sample rate | 48000 Hz | Match a video editorial pipeline (Final Cut, Resolve) |
No, if you leave Audio Channel and Sample Rate set to "Original". Both VOC and AIFF can carry uncompressed PCM, so the conversion is a container swap — the PCM samples are copied from VOC's data blocks into AIFF's SSND chunk without re-encoding. The only path to quality loss is if you downsample (e.g., 44100 -> 8000 Hz) or down-mix (stereo -> mono). For archival, leave both at Original.
ADPCM-encoded VOC blocks are decoded to PCM during conversion and written into the AIFF as standard PCM. The output is slightly larger than the source VOC, but it is now a portable uncompressed file that any DAW can edit. Creative's ADPCM variants (4-bit and 2.6-bit) were proprietary and are not preserved in standard AIFF; if you need to keep ADPCM, target AIFC instead (Apple's compressed AIFF variant supports ITU-T G.711 A-law/mu-law).
Both are uncompressed PCM containers and largely interchangeable. AIFF stores samples in big-endian byte order and is the native format on macOS — Finder shows waveform previews, Quick Look plays audio without opening an app, and Logic/GarageBand treat AIFF as first-class. WAV is little-endian and Windows-native. Pick AIFF if your editing pipeline is Mac/Apple; pick VOC to WAV if it is Windows or cross-platform broadcast.
Yes — drag in the entire folder of.voc files at once. Each one converts in parallel and they download individually or as a single ZIP. Settings apply uniformly across the batch, which is the right behavior for game-asset preservation where every file should be treated identically.
Most likely yes. Game-extracted VOCs are sometimes truncated or carry unusual block types (markers, repeats, ASCII labels) that confuse media players but still hold valid PCM data. The converter reads the typed blocks directly and writes a clean AIFF. If a specific file fails, it usually means the VOC header is corrupt — try re-extracting from the game archive with an updated tool. The Video Game Music Preservation Foundation maintains tooling notes for various engines.
VOC ASCII text blocks (block type 0x05) are not standard AIFF metadata; they are dropped during conversion. AIFF metadata uses ANNO, AUTH, NAME, and (c) chunks, plus optional ID3 tags. If you need to keep the original VOC's text labels, screenshot or text-dump them before converting. The PCM payload itself converts intact.
DOS-era VOC files commonly used 8000, 11025, 22050, or 44100 Hz at 8-bit mono — these matched what the Sound Blaster hardware could capture and play back. 16-bit Sound Blaster cards (SB16 and later) added 22050 and 44100 Hz at 16-bit. If your VOC is from a 1990-1995 game, expect 11025 or 22050 Hz mono; if from a Sound Blaster AWE or later capture, expect 44100 Hz stereo. Leave Sample Rate at "Original" to preserve whatever the source used.
Standard AIFF stores PCM only. AIFC adds a compression-type field in the COMM chunk, supporting MACE 3:1 and 6:1, IMA 4:1, ITU-T G.711 A-law/mu-law, and Apple's "sowt" (which is just little-endian PCM, no actual compression). For VOC -> AIFF this converter outputs standard AIFF with PCM, which is the most portable choice. If your downstream tool needs AIFC, see also the audio converter for full format control, or VOC to FLAC for a smaller lossless alternative.