# HG changeset patch # User Steve Losh # Date 1482683433 18000 # Node ID 9e1018f1abb3543cf3ddac87d0e335ccb2a7e462 # Parent ef37b9f3e3980a8f1e7727205dfa140e624323c6# Parent e6125486d1108a7dd1c9821a772575bf606550d0 Merge. diff -r ef37b9f3e398 -r 9e1018f1abb3 content/blog/2016/12/chip8-sound.markdown --- a/content/blog/2016/12/chip8-sound.markdown Sun Dec 25 11:30:22 2016 -0500 +++ b/content/blog/2016/12/chip8-sound.markdown Sun Dec 25 11:30:33 2016 -0500 @@ -160,7 +160,7 @@ Now that we've got the timers all set up, all that's left is to play a sound whenever `sound-timer` is positive. We could do this in a number of ways, for -example: loading a `WAV` file and looping it. But that's boring and almost +example: loading a `WAV` file and looping it. But that's boring and almost (???? sjl finish sentence...) [Sound][] is a pretty complicated beast. For this CHIP-8 emulator we'll only dip our toes into the water and work with the very basics. I'll explain some @@ -416,7 +416,7 @@ A 512-sample buffer with a sample rate of 44100 samples per second means that each buffer will represent about 11.6 milliseconds of sound. -We've going to need a way to fill an audio buffer with sample values, so let's +We're going to need a way to fill an audio buffer with sample values, so let's make a `fill-buffer` function: ```lisp