From 5ef33677a605e7a8892c4072eb364e87cf10cd5c Mon Sep 17 00:00:00 2001
From: Louis Capitanchik <contact@louiscap.co>
Date: Fri, 15 Jul 2022 18:07:28 +0100
Subject: [PATCH] Fix formatting

---
 README.md | 10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

diff --git a/README.md b/README.md
index bf426b7..1b26d21 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)
-- 
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