OGG Vorbis is the audio format Unity and Godot use natively, and what Discord and Spotify (Vorbis-based) emit on the wire. It's also patent-free, which matters if you're building game assets or open-source software. Going from MP3 to OGG is a re-encode between two lossy codecs — pick the right bitrate and the loss stays inaudible.
Any bitrate, any sample rate.
Up to 200 MB
The default Vorbis quality 6 is roughly comparable to 192 kbps MP3. For Unity/Godot game audio, that's the safe target. For music libraries, push to 256 kbps. Don't go below 96 kbps unless it's voice.
Encoder: libvorbis · q=6 default · CBR via -b:a
The .ogg container holds a single Vorbis stream — what every game engine, web audio player, and open-source music app expects.
Standard Ogg/Vorbis stream
Three reasons. One: it's patent-free and royalty-free, which matters for open-source projects and indie game devs. Two: Unity and Godot import OGG natively — MP3 import in Unity requires conversion at runtime, which slows asset pipelines. Three: at the same bitrate Vorbis usually sounds slightly cleaner than MP3, especially below 192 kbps.
No — re-encoding a lossy file to a different lossy codec can only preserve or degrade quality. The OGG won't fix MP3 artifacts. To get the best OGG, encode it from a lossless source (WAV or FLAC), not a re-encoded MP3.
Music: 192 kbps OGG is fine for most games. SFX: 96-128 kbps for short clips, mono unless the SFX has stereo information. Voice: 64-96 kbps mono. Lower bitrates save asset bundle size, which matters for mobile builds.