diff --git a/examples/engine_effects.c b/examples/engine_effects.c index d3fd27e8..acb259c5 100644 --- a/examples/engine_effects.c +++ b/examples/engine_effects.c @@ -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 `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 -in the sound's output into the effect's input. See the "node_graph" example for how to use the -node graph API. +that applying an effect is as simple as inserting an effect node into the graph and plugging in the +sound's output into the effect's input. See the Node Graph example for how to use the node graph. 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 @@ -70,7 +69,7 @@ int main(int argc, char** argv) 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); }