From 3bc7797da5fcd41d9c5f09091743c27e25531da7 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Sat, 27 Apr 2019 16:57:06 -0300 Subject: [PATCH] Fix typo --- tutorials/audio/sync_with_audio.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/audio/sync_with_audio.rst b/tutorials/audio/sync_with_audio.rst index 3a2624836..188a17ba3 100644 --- a/tutorials/audio/sync_with_audio.rst +++ b/tutorials/audio/sync_with_audio.rst @@ -8,7 +8,7 @@ Introduction In any application or game, sound and music playback will have a slight delay. For games, this delay is often so small that is negligible. Sound effects will come out a few milliseconds after any play() function is called. For music this does not matter as in most games it does not interact with the gameplay. -Still, for some games (mainly, rythm games), it may be required to synchronize player actions with something happening in a song (usually in sync with the BPM). For this, having more precise timing information for an exact playback position is very welcome. +Still, for some games (mainly, rhythm games), it may be required to synchronize player actions with something happening in a song (usually in sync with the BPM). For this, having more precise timing information for an exact playback position is very welcome. Achieving very low playback timing precision is very difficult. This because many factors are at play during audio playback: @@ -66,7 +66,7 @@ This way, obtaining the actual playback position during *_process()* is possible In the long run, though, as the sound hardware clock is never exactly in sync with the system clock, they timing information will slowly drift away. -For a rythm game where a song begins and ends after a few minutes, this approach is fine (and it's the recommended approach). For a game where playback can last a much longer time, the game will eventually go out of sync and a different approach is needed. +For a rhythm game where a song begins and ends after a few minutes, this approach is fine (and it's the recommended approach). For a game where playback can last a much longer time, the game will eventually go out of sync and a different approach is needed. Using the sound hardware clock to sync -------------------------------