Merge pull request #106959 from bruvzg/w10_cleanup
[Windows] Drop support for Windows 7/8/8.1.
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@@ -415,7 +415,7 @@
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</member>
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<member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false">
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If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
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[b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
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[b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows, make sure that apps are allowed to access the microphone in the OS' privacy settings.
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</member>
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<member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100">
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Target mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
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@@ -429,7 +429,7 @@
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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 crackling on slower hardware.
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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.
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Audio output latency can be overridden using the [code]--audio-output-latency <ms>[/code] command line argument.
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[b]Note:[/b] This setting is ignored on Android, and on all versions of Windows prior to Windows 10.
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[b]Note:[/b] This setting is ignored on Android.
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</member>
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<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
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Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
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