diff --git a/miniaudio.h b/miniaudio.h index 1effe672..8f8aae6b 100644 --- a/miniaudio.h +++ b/miniaudio.h @@ -21574,7 +21574,7 @@ static ma_result ma_context_get_device_id_from_MMDevice__wasapi(ma_context* pCon size_t idlen = ma_strlen_WCHAR(pDeviceIDString); if (idlen+1 > ma_countof(pDeviceID->wasapi)) { ma_CoTaskMemFree(pContext, pDeviceIDString); - MA_ASSERT(MA_FALSE); /* NOTE: If this is triggered, please report it. It means the format of the ID must haved change and is too long to fit in our fixed sized buffer. */ + MA_ASSERT(MA_FALSE); /* NOTE: If this is triggered, please report it. It means the format of the ID must have changed and is too long to fit in our fixed sized buffer. */ return MA_ERROR; } @@ -28705,7 +28705,7 @@ PulseAudio Backend ******************************************************************************/ #ifdef MA_HAS_PULSEAUDIO /* -The PulseAudio API, along with Apple's Core Audio, is the worst of the maintream audio APIs. This is a brief description of what's going on +The PulseAudio API, along with Apple's Core Audio, is the worst of the mainstream audio APIs. This is a brief description of what's going on in the PulseAudio backend. I apologize if this gets a bit ranty for your liking - you might want to skip this discussion. PulseAudio has something they call the "Simple API", which unfortunately isn't suitable for miniaudio. I've not seen anywhere where it @@ -33551,7 +33551,7 @@ static OSStatus ma_on_output__coreaudio(void* pUserData, AudioUnitRenderActionFl } } else { /* This is the deinterleaved case. We need to update each buffer in groups of internalChannels. This assumes each buffer is the same size. */ - MA_ASSERT(pDevice->playback.internalChannels <= MA_MAX_CHANNELS); /* This should heve been validated at initialization time. */ + MA_ASSERT(pDevice->playback.internalChannels <= MA_MAX_CHANNELS); /* This should have been validated at initialization time. */ /* For safety we'll check that the internal channels is a multiple of the buffer count. If it's not it means something @@ -33882,7 +33882,7 @@ static ma_result ma_context__init_device_tracking__coreaudio(ma_context* pContex ma_spinlock_lock(&g_DeviceTrackingInitLock_CoreAudio); { - /* Don't do anything if we've already initializd device tracking. */ + /* Don't do anything if we've already initialized device tracking. */ if (g_DeviceTrackingInitCounter_CoreAudio == 0) { AudioObjectPropertyAddress propAddress; propAddress.mScope = kAudioObjectPropertyScopeGlobal; @@ -67938,7 +67938,7 @@ static void ma_resource_manager_delete_all_data_buffer_nodes(ma_resource_manager ma_resource_manager_data_buffer_node* pDataBufferNode = pResourceManager->pRootDataBufferNode; ma_resource_manager_data_buffer_node_remove(pResourceManager, pDataBufferNode); - /* The data buffer has been removed from the BST, so now we need to free it's data. */ + /* The data buffer has been removed from the BST, so now we need to free its data. */ ma_resource_manager_data_buffer_node_free(pResourceManager, pDataBufferNode); } } @@ -74425,7 +74425,7 @@ static ma_result ma_engine_node_set_volume(ma_engine_node* pEngineNode, float vo /* If we're not smoothing we should bypass the volume gainer entirely. */ if (pEngineNode->volumeSmoothTimeInPCMFrames == 0) { - /* We should always have an active spatializer because it can be enabled and disabled dynamically. We can just use that for hodling our volume. */ + /* We should always have an active spatializer because it can be enabled and disabled dynamically. We can just use that for holding our volume. */ ma_spatializer_set_master_volume(&pEngineNode->spatializer, volume); } else { /* We're using volume smoothing, so apply the master volume to the gainer. */