Switch to inclusive terms in the Godot Engine and documentation #7959
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I think that "master" is ok, since there is no "slave" combination. |
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The use of "master" in that documentation paragraph can easily be replaced by an alternative, I agree. For "Master Bus", we evaluated this when we removed the master/slave terminology from the networking API years ago, and we chose to keep the audio one as is. It's the canonical name for what it's representing in all audio software and hardware, so coming up with our own alternative when professional audio software doesn't seems like it would be confusing to users. AFAIK the term derives from mastering, which is also used in widespread terms like "remaster". If there's evidence of audio software adopting an alternative term for this, then we can definitely follow suit. |
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For anything audio-related, changing away from "Master" would break compatibility so it would have to be done way, way later. But should it be done? It'd be more confusing than it is worth, in my opinion. It would feel like changing for the sake of being different. In the audio department the term is too common to let go, and has basically nothing to do with with the concept of master/slave. |
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https://docs.godotengine.org/en/stable/search.html?q=master&check_keywords=yes&area=default#
For example, the
master
is an outdated term. Master -> Main:https://docs.godotengine.org/en/stable/tutorials/2d/2d_transforms.html#global-canvas-transform
This is the master transform and affects all individual Canvas Layer transforms.
can be
This is the main transform and affects all individual Canvas Layer transforms.
Master Bus
can beMain Bus
https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html
For reference:
https://developers.google.com/style/word-list#master
https://developers.google.com/style/inclusive-documentation
https://helpx.adobe.com/x-productkb/multi/terminology-changes-video-products.html
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