Cut and trim OGG Vorbis audio files online. Create game audio loops, extract sound effects, and trim podcasts.
Process files in seconds with our optimized servers
Set exact start and end points with frame accuracy
Maintain original quality with smart re-encoding
.ogg file or click "+ Add Files" to browse. Multiple files are supported in one session — useful for batch-trimming a folder of game sound effects..ogg extension and Vorbis codec. No watermark, no sign-up.OGG is the file extension Xiph.Org uses for the Ogg container, most often paired with the Vorbis audio codec — a royalty-free lossy format released as Vorbis 1.0 in May 2000 (Vorbis I spec last revised July 2020). Vorbis is licensed under the 3-clause BSD license and the bitstream specification is in the public domain, which is why it became the default packaging format for game engines, indie audio middleware, and Linux desktop sounds where MP3 patent fees once mattered.
Common reasons to trim:
.ogg (alongside .aif, .wav, .mp3); Unreal Engine, Godot, and GameMaker all read it. Trim a longer ambient bed down to a 4–8 second seamless loop without re-encoding.| Property | OGG (Vorbis) | MP3 | OGG (Opus) |
|---|---|---|---|
| Released | May 2000 | 1993 (MPEG-1) | September 2012 (RFC 6716) |
| Container | Ogg | MP3 (raw) / MP4 | Ogg / WebM / MP4 |
| Patent status | Royalty-free, BSD-licensed | All MPEG patents expired by 2017 | Royalty-free (IETF standard) |
| Typical bitrate | 96–256 kbps | 128–320 kbps | 32–192 kbps |
| Quality at 96 kbps | Good | Audible artifacts | Excellent (best of the three) |
| Algorithmic delay | ~80 ms | ~100 ms | 5–22.5 ms (CELT) |
| Native browser support | Chrome, Firefox, Edge, Safari 14.1+ | All browsers | Chrome, Firefox, Edge, Safari 11+ |
| Game engine support | Unity, Unreal, Godot (native) | Unity, Unreal (native) | Increasing; not always native |
| Best for | Indie games, web audio, FLOSS | Universal compatibility | Voice, low bitrate, real-time |
Quality preset (-q) |
Approx bitrate (44.1 kHz stereo) | Use case |
|---|---|---|
-q-1 |
~45 kbps | Lo-fi placeholder, telephony |
-q2 |
~96 kbps | Sound effects, dialog (mono ~64 kbps) |
-q4 |
~128 kbps | Game music, podcast |
-q6 |
~192 kbps | High-quality music, ambient beds |
-q8 |
~256 kbps | Near-transparent music |
-q10 |
~500 kbps | Archival / mastering reference |
If you leave File Compression on "Original," the tool aims to preserve the source bitstream where the cut points allow. If you choose a different Quality Preset, Constant Bitrate, or Custom Bitrate, the audio is re-encoded with Vorbis — which means a generation of lossy-to-lossy loss. For pristine cuts of a finished track, archive the source FLAC and trim the OGG copy.
The trim tool takes start time + duration so the same controls work whether you're cutting 0.5 seconds out of a sound effect or a 3-minute podcast intro. To cut from 00:01:30 to 00:02:15, enter start 00:01:30 and duration 00:00:45.
Switch to mono for dialog, voice-overs, weapon SFX, footsteps, UI clicks, and most one-shot game sounds — it halves the file size with no perceptual loss for sources that have no stereo image. Keep stereo for music, ambience, and anything with intentional left/right separation.
Yes. Add as many .ogg files as you need in one session and the same trim points apply per file. For per-file timestamps, run separate sessions. To split one OGG into many segments at different positions, use the dedicated audio cutter which exposes a multi-segment timeline.
If your delivery target supports Opus (modern browsers, Discord, WhatsApp, web app voice chat), Opus beats Vorbis at every bitrate below 128 kbps and matches it above. Xiph.Org has formally recommended Opus over Vorbis for new projects since 2013. For existing game-engine pipelines, Unity and Unreal still treat Vorbis as the default native compressed format, so don't churn an entire SFX library unless you have a reason. To re-encode, see OGG to Opus.
Mostly yes. Safari on iOS added partial Ogg Vorbis support in 14.1 (April 2021) and full support in 18.4 (April 2025). If you need to support older iPhones still on iOS 13 or earlier, convert to MP3 or AAC instead of trimming as OGG.
48000 Hz is the modern game-engine internal mixing rate (Unity, Unreal, FMOD, Wwise all default to 48 kHz). If your source is 44100 Hz (typical for music), keep 44100 to avoid an unnecessary resample. Drop to 22050 or 16000 Hz only for low-priority sounds where every kilobyte counts — speech and UI clicks downsample cleanly.
Yes — combine a tighter trim with a lower Quality Preset, lower Constant Bitrate, mono channel, and a lower sample rate. For broader compression beyond trimming (variable-bitrate re-encode of a full file), see compress OGG.
Pro Tools, Logic Pro, and older versions of Ableton Live don't import Vorbis natively. Convert to WAV for editing, then re-encode the final mix back to OGG if you need the smaller file for distribution.