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Clarify some wording.
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@@ -14,8 +14,8 @@ object to many `ma_engine` objects. This will allow you to share resources for e
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list of data sources. The `ma_resource_manager` is responsible for the actual loading, caching and unloading of those data sources. This decoupling is
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something that I'm really liking right now and will likely stay in place for the final version.
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You create "sounds" from the engine which represent a sound/voice in the world. You first need to create a sound, and then you need to play it. Sounds do not
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play by default. A placeholder helper API called ma_engine_play_sound() exists, but is not yet implemented. This will just play a sound in-place which will be
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You create "sounds" from the engine which represent a sound/voice in the world. You first need to create a sound, and then you need to start it. Sounds do not
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start by default. A placeholder helper API called ma_engine_play_sound() exists, but is not yet implemented. This will just play a sound in-place which will be
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memory managed by the `ma_engine` object. Sounds can have an effect (`ma_effect`) applied to it which can be set with `ma_engine_sound_set_effect()`.
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Sounds can be allocated to groups called `ma_sound_group`. The creation and deletion of groups is not thread safe and should usually happen at initialization
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