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Minor updates to example description.
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examples/engine_effects.c

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@@ -6,9 +6,8 @@ show you how to manage `ma_sound` objects and how to insert an effect into the g
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The `ma_engine` object is a node graph and is compatible with the `ma_node_graph` API. The
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`ma_sound` object is a node within the node and is compatible with the `ma_node` API. This means
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that applying an effect is as simple as inserting an effect node into the node graph and plugging
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in the sound's output into the effect's input. See the "node_graph" example for how to use the
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node graph API.
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that applying an effect is as simple as inserting an effect node into the graph and plugging in the
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sound's output into the effect's input. See the Node Graph example for how to use the node graph.
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This example is playing only a single sound at a time which means only a single `ma_sound` object
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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)
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return -1;
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}
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/* Connect the output bus of the delay node to the input bus of the endpoint. */
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/* Connect the output of the delay node to the input of the endpoint. */
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ma_node_attach_output_bus(&g_delayNode, 0, ma_engine_get_endpoint(&g_engine), 0);
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}
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