diff --git a/tutorials/assets_pipeline/importing_audio_samples.rst b/tutorials/assets_pipeline/importing_audio_samples.rst index 42b5f56edde..9018384fbea 100644 --- a/tutorials/assets_pipeline/importing_audio_samples.rst +++ b/tutorials/assets_pipeline/importing_audio_samples.rst @@ -10,9 +10,10 @@ Godot provides 3 options to import your audio data: WAV, Ogg Vorbis and MP3. Each format has different advantages: -- WAV files use raw data or light compression (IMA-ADPCM or QOA). They are - lightweight to play back on the CPU (hundreds of simultaneous voices in this - format are fine). The downside is that they take up a lot of disk space. +- WAV files use raw data or light compression (IMA-ADPCM or QOA). Currently + they can only be imported in raw format, but Godot allows compression after + import. They are lightweight to play back on the CPU (hundreds of simultaneous + voices in this format are fine). The downside is that they take up a lot of disk space. - Ogg Vorbis files use a stronger compression that results in much smaller file size, but require significantly more processing power to play back.