From 2b502e4da55ec9989c2d6f632a3f8480c8afacbb Mon Sep 17 00:00:00 2001 From: GlitchedCode <126592994+GlitchedCode922@users.noreply.github.com> Date: Sun, 2 Mar 2025 23:04:30 +0200 Subject: [PATCH] Fix Grammar --- tutorials/assets_pipeline/importing_audio_samples.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/assets_pipeline/importing_audio_samples.rst b/tutorials/assets_pipeline/importing_audio_samples.rst index a33a69952..c821db374 100644 --- a/tutorials/assets_pipeline/importing_audio_samples.rst +++ b/tutorials/assets_pipeline/importing_audio_samples.rst @@ -10,7 +10,7 @@ Godot provides 3 options to import your audio data: WAV, Ogg Vorbis and MP3. Each format has different advantages: -- WAV files use raw data or light compression (IMA-ADPCM or QOA). Currently, they can be imported only in raw format, but Godot can apply compression in already imported files. They are +- WAV files use raw data or light compression (IMA-ADPCM or QOA). Currently, they can only be imported in raw format, but Godot can apply compression to already imported files. They are lightweight to play back on the CPU (hundreds of simultaneous voices in this format are fine). The downside is that they take up a lot of disk space. - Ogg Vorbis files use a stronger compression that results in much