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Supports: VOC
VOC (Creative Voice) is a 1989-era audio container developed by Creative Technology for the original Sound Blaster card. It stores audio as unsigned 8-bit PCM or Creative-flavored ADPCM in a block-structured layout, and it was the de facto sound format for DOS games from 1989 through the mid-1990s. Modern operating systems, browsers, phones, and game engines do not natively decode VOC — Windows Media Player, QuickTime, the iOS Files app, and Android's default player all refuse to open it. Ogg Vorbis (released as 1.0 in May 2000 by the Xiph.Org Foundation) is the opposite story: open-source, royalty-free, well compressed, and natively supported in Firefox, Chrome, Edge, Android, Unity, Unreal Engine, and Godot.
.ogg Vorbis natively for music and SFX. OGG keeps build sizes small without paying MP3/AAC patent royalties on commercial releases.<audio src="clip.ogg"> works in Firefox, Chrome, Edge, and Opera without a polyfill. VOC requires a JavaScript decoder or server-side transcoding before a browser will touch it.| Property | VOC (Creative Voice) | OGG Vorbis |
|---|---|---|
| Year introduced | 1989 (with Sound Blaster 1.0) | 2000 (Vorbis 1.0) |
| Developer | Creative Technology / Creative Labs | Xiph.Org Foundation |
| Compression | Uncompressed PCM or Creative ADPCM | Lossy psychoacoustic (Vorbis) |
| Typical bit depth | 8-bit (later 16-bit added) | Float internal, decodes to 16/24-bit |
| Typical sample rates | 4 kHz – 44.1 kHz | 8 kHz – 192 kHz |
| Typical bitrate | ~64–705 kbps (PCM, uncompressed) | 45–500 kbps (Vorbis, lossy) |
| Licensing | Proprietary (Creative Labs) | Royalty-free, BSD-licensed libs |
| Native browser support | None | Firefox, Chrome, Edge, Opera |
| Game-engine support | None (legacy only) | Unity, Unreal, Godot, GameMaker |
| Current status | Obsolete (1990s legacy) | Active, widely deployed |
| Setting | Typical use | Approx kbps (stereo 44.1 kHz) |
|---|---|---|
| Quality Preset: Highest | Music masters, archival | ~320–500 kbps |
| Quality Preset: Very High (recommended) | Game music, podcasts | ~192–256 kbps |
| Quality Preset: High | Spoken-word, sample libraries | ~128–160 kbps |
| Quality Preset: Medium | Web streaming, mobile delivery | ~96–128 kbps |
| Quality Preset: Low | Voice memos, low-bandwidth | ~64–80 kbps |
| Constant Bitrate 128 kbps | Predictable size for batched assets | 128 kbps |
| Variable Bitrate 96K-128K | Most game SFX, balanced quality | ~96–128 kbps avg |
Windows Media Player doesn't ship a VOC decoder — Microsoft dropped Creative's format when RIFF WAVE became the system standard. VLC actually can play VOC through its FFmpeg backend, but many tagged-as-VOC files in retro-game archives are non-standard variants (truncated headers, Creative ADPCM compression that older decoders miss) and silently fail. Converting to OGG once gives you a file every modern player handles.
Usually not, and often the opposite. Most VOC files were recorded at 8-bit / 11025 Hz or 22050 Hz mono — that's a low ceiling. OGG Vorbis at Very High or 192 kbps preserves everything the source contained and removes only inaudible information. Where you can notice a difference is at very low VBR settings (under 64 kbps), where Vorbis may introduce slight warble on tonal samples — stay at 96 kbps+ for clean results.
OGG is the container; Vorbis is the audio codec inside it. .ogg is the historical extension used for any Ogg-encapsulated content (audio, video, or Theora). .oga was introduced later by Xiph.Org to specifically mean "audio-only Ogg" so video tools wouldn't try to demux video. In practice almost every audio app still uses .ogg, and OGG and OGA files with Vorbis audio are byte-for-byte interchangeable after a rename.
Vorbis (the default here) is the right call for music, game SFX, and most legacy-conversion work because it has the broadest decoder support — every browser since 2012, Unity, Unreal, Godot, foobar2000, VLC. Opus is technically more efficient at low bitrates and ideal for voice/streaming, but Unity didn't add .opus decode until 2021 and some older mobile players still don't recognize it. If you're archiving DOS game audio, Vorbis is the safe default.
Yes. Unity imports .ogg Vorbis as a native AudioClip with no plugin — set the Load Type to Compressed In Memory for SFX or Streaming for music. Unreal Engine has used Ogg Vorbis as its default cooked audio format since UE3 and imports .ogg directly into the Content Browser. Godot's AudioStreamOggVorbis is also a built-in resource type.
If the VOC was recorded at 11025 Hz or 22050 Hz (typical for DOS-era games), leave the Audio Sample Rate at "Original" — upsampling to 44100 Hz doesn't add any information, just bloats the file. If you're mixing the converted clip into a 44.1 kHz project in a modern DAW, resample once at import inside the DAW rather than at conversion time, since DAW resamplers (Reaper's r8brain, Ableton's SRC) are generally higher quality than a one-pass batch resample.
8-bit VOC files are already very small (8 bits per sample × the sample rate ≈ 22 KB/sec at 22050 Hz mono). A lossy OGG at 128 kbps actually runs at 16 KB/sec, so for very short or low-rate VOCs the saving is small. The win is compatibility, not always size. If size matters more than fidelity, drop the Vorbis bitrate to 64-96 kbps using Variable Bitrate or a Constant Bitrate setting — most 8-bit source material is still perfectly intelligible there.
No. The VOC format supports loop blocks (block type 6/7) for repeating game sound effects, but Ogg Vorbis has no equivalent metadata field for sample-accurate loop points. The audio data is preserved, but if you need looped playback in a game engine, set the loop points inside the engine (Unity's AudioClip loop, Unreal's Sound Cue, Godot's loop_mode) or use a DAW to add cue markers manually.
Yes. Drop the whole folder onto the uploader and every .voc file converts with the same Quality Preset, codec, channel, and sample-rate settings. For larger archives — say a full game's sound bank with hundreds of clips — also try the Audio Compressor workflow if you want to keep them all under a target file size.