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Fix typo
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@@ -8,7 +8,7 @@ Introduction
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In any application or game, sound and music playback will have a slight delay. For games, this delay is often so small that is negligible. Sound effects will come out a few milliseconds after any play() function is called. For music this does not matter as in most games it does not interact with the gameplay.
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Still, for some games (mainly, rythm games), it may be required to synchronize player actions with something happening in a song (usually in sync with the BPM). For this, having more precise timing information for an exact playback position is very welcome.
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Still, for some games (mainly, rhythm games), it may be required to synchronize player actions with something happening in a song (usually in sync with the BPM). For this, having more precise timing information for an exact playback position is very welcome.
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Achieving very low playback timing precision is very difficult. This because many factors are at play during audio playback:
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@@ -66,7 +66,7 @@ This way, obtaining the actual playback position during *_process()* is possible
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In the long run, though, as the sound hardware clock is never exactly in sync with the system clock, they timing information will slowly drift away.
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For a rythm game where a song begins and ends after a few minutes, this approach is fine (and it's the recommended approach). For a game where playback can last a much longer time, the game will eventually go out of sync and a different approach is needed.
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For a rhythm game where a song begins and ends after a few minutes, this approach is fine (and it's the recommended approach). For a game where playback can last a much longer time, the game will eventually go out of sync and a different approach is needed.
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Using the sound hardware clock to sync
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-------------------------------
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