# HG changeset patch
# User Steve Losh <steve@stevelosh.com>
# 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