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) -- GitLab