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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
 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
 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
 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
 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
 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
 effects, one expects a dozen of them to be playing at the same time in
 several situations.
 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
 also common in the industry. This leads to a scenario where a project
 ends up wasting resources unnecessarily.
 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
 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.
 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?
 How much does quality matter?
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 First of all, it is important to know that Godot has an internal reverb
 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
 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
 size greatly and ensuring correct trimming. Say no to SFX with baked
 reverb!
 reverb!
 
 
 .. image:: /img/reverb.png
 .. image:: /img/reverb.png
 
 
 Another common problem is that, while it's useful for working inside a
 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
 completely unnecessary for use in a game, as there is no `audible
 difference <http://www.youtube.com/watch?v=cIQ9IXSUzuM>`__. If
 difference <http://www.youtube.com/watch?v=cIQ9IXSUzuM>`__. If
 positional sound is going to be used (for 2D and 3D), the panning and
 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   |
 | 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          |
 | 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
 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
 have silences at the beginning and at the end. These are inserted by
 DAWs when saving to a waveform, increase their size unnecessarily and
 DAWs when saving to a waveform, increase their size unnecessarily and
 add latency to the moment they are played back. Trimming them solves
 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
 separate application. In the worst case, they may not even know the
 silences are being added.
 silences are being added.
 
 
@@ -91,21 +91,21 @@ Importing audio samples
 -----------------------
 -----------------------
 
 
 Godot has a simple screen for importing audio samples to the engine. SFX
 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
 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.
 as doing it automatically every time they are modified and re-imported.
 
 
 .. image:: /img/importaudio.png
 .. image:: /img/importaudio.png
 
 
 In this screen, the quality of the audio can be limited to what is
 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
 Looping
 ~~~~~~~
 ~~~~~~~
 
 
 Godot supports looping in the samples (Tools such as Sound Forge or
 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
 effects such as engines, machine guns, etc. Ping-pong looping is also
 supported.
 supported.