Commit 3344df4f authored by David Reid's avatar David Reid

Minor updates to example description.

parent 800a7192
...@@ -6,9 +6,8 @@ show you how to manage `ma_sound` objects and how to insert an effect into the g ...@@ -6,9 +6,8 @@ show you how to manage `ma_sound` objects and how to insert an effect into the g
The `ma_engine` object is a node graph and is compatible with the `ma_node_graph` API. The The `ma_engine` object is a node graph and is compatible with the `ma_node_graph` API. The
`ma_sound` object is a node within the node and is compatible with the `ma_node` API. This means `ma_sound` object is a node within the node and is compatible with the `ma_node` API. This means
that applying an effect is as simple as inserting an effect node into the node graph and plugging that applying an effect is as simple as inserting an effect node into the graph and plugging in the
in the sound's output into the effect's input. See the "node_graph" example for how to use the sound's output into the effect's input. See the Node Graph example for how to use the node graph.
node graph API.
This example is playing only a single sound at a time which means only a single `ma_sound` object This example is playing only a single sound at a time which means only a single `ma_sound` object
it being used. If you want to play multiple sounds at the same time, even if they're for the same it being used. If you want to play multiple sounds at the same time, even if they're for the same
...@@ -70,7 +69,7 @@ int main(int argc, char** argv) ...@@ -70,7 +69,7 @@ int main(int argc, char** argv)
return -1; return -1;
} }
/* Connect the output bus of the delay node to the input bus of the endpoint. */ /* Connect the output of the delay node to the input of the endpoint. */
ma_node_attach_output_bus(&g_delayNode, 0, ma_engine_get_endpoint(&g_engine), 0); ma_node_attach_output_bus(&g_delayNode, 0, ma_engine_get_endpoint(&g_engine), 0);
} }
......
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