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authorspicyjpeg <thatspicyjpeg@gmail.com>2022-10-30 08:28:44 +0100
committerspicyjpeg <thatspicyjpeg@gmail.com>2022-10-30 08:28:44 +0100
commit68daf6d338aba6e32e687d4151eaddc8735227b3 (patch)
tree8cb84440219dd8041c4e84219c3742561d020819 /examples/sound
parentf6c41f3783c4fce49a9899b710ebb50ba9f647ab (diff)
downloadpsn00bsdk-68daf6d338aba6e32e687d4151eaddc8735227b3.tar.gz
Refactor dynamic linker, misc. cleanups
Diffstat (limited to 'examples/sound')
-rw-r--r--examples/sound/spustream/main.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/sound/spustream/main.c b/examples/sound/spustream/main.c
index 68cf9b0..d240433 100644
--- a/examples/sound/spustream/main.c
+++ b/examples/sound/spustream/main.c
@@ -19,8 +19,8 @@
* As the loop point doesn't necessarily have to be within the chunk itself, it
* can be used to "queue" another chunk to be played immediately after the
* current one. This allows for double buffering: two chunks are always kept in
- * SPU RAM and one is overwritten with while the other is playing. Chunks are
- * laid out in SPU RAM as follows:
+ * SPU RAM and one is overwritten with a new chunk while the other is playing.
+ * Chunks are laid out in SPU RAM as follows:
*
* ________________________________________________
* / __________________ \