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Consistency and clarification in "Importing audio samples"

Andrew Conrad 9 years ago
parent
commit
b2c0ba68ac
1 changed files with 25 additions and 25 deletions
  1. 25 25
      tutorials/asset_pipeline/importing_audio_samples.rst

+ 25 - 25
tutorials/asset_pipeline/importing_audio_samples.rst

@@ -8,13 +8,13 @@ Why importing?
 
 Importing Audio Samples into the game engine is a process that should be
 easier than it really is. Most readers are probably thinking "Why not
-just copying the .wav files to a folder inside the project and be over
-with it?".
+just copy the wav files to a folder inside the project and be over
+with it?"
 
 It's not usually that simple. Most game engines use uncompressed audio
-(in memory at least) for sound effects. The reason for this is because
+(in memory, at least) for sound effects. The reason for this is because
 it's really cheap to play back and resample. Compressed streamed audio
-(such as .ogg files) takes a large amount of processor to decode so no
+(such as ogg files) takes a large amount of processor to decode so no
 more than one or two are streamed simultaneously. However, with sound
 effects, one expects a dozen of them to be playing at the same time in
 several situations.
@@ -27,31 +27,31 @@ know about audio and audio engineers don't know about programming is
 also common in the industry. This leads to a scenario where a project
 ends up wasting resources unnecessarily.
 
-To be more precise, sfx artists tend to work with audio formats that
-give them a lot of room for tweaking the audio with a low noise floor
-minimum aliasing, such as 96khz, 24 bits. In many cases, they work in
+To be more precise, SFX artists tend to work with audio formats that
+give them a lot of room for tweaking the audio with a low noise floor and
+minimum aliasing, such as 96kHz, 24 bits. In many cases, they work in
 stereo too. Added to that, many times they add effects with an infinite
-or really long fadeout, such as reverb, which take a long time to fade
-out. Finally, many DAWs also add silence at the beginning when
+or really long fadeout, such as reverb, which leads to apparent trailing
+silences. Finally, many DAWs also add silence at the beginning when
 normalizing to wav.
 
-This results in extremely large files to integrate more often than
-desired, with sound effects taking dozens of megabytes.
+These often result in extremely large files to integration into a game engine
+with sound effects taking dozens of megabytes.
 
 How much does quality matter?
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 First of all, it is important to know that Godot has an internal reverb
 generator. Sound effects can go to four different setups (small, medium
-and large room as well as hall), with different send amounts. This saves
-sfx artists the need to add reverb to the sound effects, reducing their
+and large room, as well as hall), with different send amounts. This saves
+SFX artists the need to add reverb to the sound effects, reducing their
 size greatly and ensuring correct trimming. Say no to SFX with baked
 reverb!
 
 .. image:: /img/reverb.png
 
 Another common problem is that, while it's useful for working inside a
-DAW, high dynamic range (24 bits) and high sampling rate (96khz) is
+DAW, high bit depths (24 bits) and high sampling rate (96kHz) are
 completely unnecessary for use in a game, as there is no `audible
 difference <http://www.youtube.com/watch?v=cIQ9IXSUzuM>`__. If
 positional sound is going to be used (for 2D and 3D), the panning and
@@ -62,17 +62,17 @@ following comparison:
 +---------------------------+---------------------+--------------+
 | Format                    | 1 Second of Audio   | Frame Size   |
 +===========================+=====================+==============+
-| 24 bits, 96 khz, Stereo   | 576kb               | 12           |
+| 24 bits, 96 kHz, Stereo   | 576kb               | 12           |
 +---------------------------+---------------------+--------------+
-| 16 bits, 44 khz, Mono     | 88kb                | 2            |
+| 16 bits, 44 kHz, Mono     | 88kb                | 2            |
 +---------------------------+---------------------+--------------+
 | 16 bits, IMA-ADPCM        | 22kb                | 1/2          |
 +---------------------------+---------------------+--------------+
 
-As seen, for being no audible difference, the 16 bits, 44khz takes *6
-times less memory* than the 24 bits, 96khz, Stereo version. The
-IMA-ADPCM version takes *24 times less memory* than what was exported
-from the DAW.
+As seen, for being no audible difference, the 16 bits, 44kHz, mono conversion
+takes *6 times less memory* than the 24 bits, 96kHz, Stereo version. The
+IMA-ADPCM version (using computationally-light audio compression) takes *24
+times less memory* than what was exported from the DAW.
 
 Trimming
 ~~~~~~~~
@@ -81,7 +81,7 @@ One last issue that happens often is that the waveform files received
 have silences at the beginning and at the end. These are inserted by
 DAWs when saving to a waveform, increase their size unnecessarily and
 add latency to the moment they are played back. Trimming them solves
-this, but it takes effort for the sfx artist, as they have to do it in a
+this, but it takes effort for the SFX artist, as they have to do it in a
 separate application. In the worst case, they may not even know the
 silences are being added.
 
@@ -91,21 +91,21 @@ Importing audio samples
 -----------------------
 
 Godot has a simple screen for importing audio samples to the engine. SFX
-artists only have to save the .wav files to a folder outside the
+artists only have to save the wav files to a folder outside the
 project, and the import dialog will fix the files for inclusion, as well
 as doing it automatically every time they are modified and re-imported.
 
 .. image:: /img/importaudio.png
 
 In this screen, the quality of the audio can be limited to what is
-needed, and trimming is done automatically. As a plus, several samples
-can be loaded and batch-converted, just like textures.
+needed, and trimming is done automatically. In addition, several samples
+can be loaded and batch-converted, just as textures can.
 
 Looping
 ~~~~~~~
 
 Godot supports looping in the samples (Tools such as Sound Forge or
-Audition can add loop points to .wav files). This is useful for sound
+Audition can add loop points to wav files). This is useful for sound
 effects such as engines, machine guns, etc. Ping-pong looping is also
 supported.