diff --git a/README.md b/README.md index bf426b761f059effadb7d0864d8a206037bbb24a..1b26d21091c3c2dd6c15961dda9fd03234627b3e 100644 --- a/README.md +++ b/README.md @@ -10,10 +10,10 @@ setup for the common game audio scenario for you. There are 4 types of audio channel that will be added to your game, with crossfade tracks for 2 of those; this means a total of 6 `AudioChannel` resources are created. - * `Music` - The main music for your game (includes A/B for crossfading) - * `Ambient` - Any long and/or looping background ambience that you might want to layer on top of music (includes A/B for crossfading) - * `Sfx` - Any short sound effects - * `UI Sfx` - Any sound effects that specifically relate to the UI, allowing for more fine-grained control of audio levels +* `Music` - The main music for your game (includes A/B for crossfading) +* `Ambient` - Any long and/or looping background ambience that you might want to layer on top of music (includes A/B for crossfading) +* `Sfx` - Any short sound effects +* `UI Sfx` - Any sound effects that specifically relate to the UI, allowing for more fine-grained control of audio levels Track volume is controlled by a resource, and is calculated as the individual track's volume settings multiplied by the master volume setting @@ -27,7 +27,7 @@ setting - Use `MusicBox<T: SuppliesAudio>` as a parameter on a system - Call one of the `MusicBox::play_*` methods to play sounds -``` +```rust fn main() { App::new() .add_plugins(CombinedAudioPlugins)