diff --git a/tutorials/io/runtime_file_loading_and_saving.rst b/tutorials/io/runtime_file_loading_and_saving.rst index c2978f06fc8..b4ba4afcce5 100644 --- a/tutorials/io/runtime_file_loading_and_saving.rst +++ b/tutorials/io/runtime_file_loading_and_saving.rst @@ -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 @@ -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.