From 77add76a16075810ada0ffb3787824e38b8b0544 Mon Sep 17 00:00:00 2001 From: Benjamin Armstrong Date: Fri, 12 Nov 2021 16:10:06 +1100 Subject: [PATCH] Clarify how 'audio/driver/output_latency' project setting works (cherry picked from commit 1e485a7da83a132598e8e76810305b3b094e41ad) --- doc/classes/ProjectSettings.xml | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3a4462769bf..403d27289dd 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -276,7 +276,9 @@ Safer override for [member audio/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate). - Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. + Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. + Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency. + [b]Note:[/b] This setting is ignored on Windows. Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.