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Update runtime_file_loading_and_saving.rst
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1. Add acronym "DCC" (Digital Content Creation) for clarity
2. Use dedicated Note section to improve clarity
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Assetvi authored Oct 6, 2024
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7 changes: 4 additions & 3 deletions tutorials/io/runtime_file_loading_and_saving.rst
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Expand Up @@ -16,7 +16,7 @@ Example use cases for runtime file loading and saving include:

- Loading texture packs designed for the game.
- Loading user-provided audio tracks and playing them back in an in-game radio station.
- Loading custom levels or 3D models that can be designed with any 3D DCC that
- Loading custom levels or 3D models that can be designed with any 3D DCC (Digital Content Creation) that
can export to glTF (including glTF scenes saved by Godot at runtime).
- Using user-provided fonts for menus and HUD.
- Saving/loading a file format that can contain multiple files but can still
Expand Down Expand Up @@ -167,9 +167,10 @@ Example of loading an image and displaying it in a :ref:`class_TextureRect` node

Audio/video files
-----------------
.. note::
Not *all* files with an ``.ogg`` extension may be Ogg Vorbis files.

Godot supports loading Ogg Vorbis audio at runtime. Note that not *all* files
with an ``.ogg`` extension may be Ogg Vorbis files. Some may be Ogg Theora
Godot supports loading Ogg Vorbis audio at runtime. Some may be Ogg Theora
videos, or contain Opus audio within an Ogg container. These files will **not**
load correctly as audio files in Godot.

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