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@@ -6,7 +6,7 @@ Autoloads versus regular nodes
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Godot offers a feature to automatically load nodes at the root of your project,
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allowing you to access them globally, that can fulfill the role of a Singleton:
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:ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
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-change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`..
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+change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`.
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In this guide, you will learn when to use the Autoload feature, and techniques
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you can use to avoid it.
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@@ -46,7 +46,7 @@ solves the problem in the short term but causes more problems:
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data to the ``Sound`` autoload in our example. As a result, the domain to
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explore to fix the bug spans the entire project.
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- When you keep code inside a scene, only one one or two scripts may be
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+ When you keep code inside a scene, only one or two scripts may be
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involved in audio.
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Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it
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@@ -96,7 +96,7 @@ Auto-loaded nodes can simplify your code in some cases:
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Until Godot 3.1, another use was just for convenience: autoloads have a global
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variable for their name generated in GDScript, allowing you to call them from
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any script file in your project. But now, you can use the ``class_name`` keyword
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-instead to get autocompletion for a type in your entire project.
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+instead to get auto-completion for a type in your entire project.
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.. note::
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