audio: Fix doc

This commit is contained in:
Hajime Hoshi 2017-07-14 01:45:36 +09:00
parent 3d8fc790b6
commit 7f320f9518

View File

@ -169,10 +169,6 @@ func (p *players) hasSource(src ReadSeekCloser) bool {
// }
// ebiten.Run(run, update, 320, 240, 2, "Audio test")
// }
//
// This is 'sync mode' in that game's (logical) time and audio time are synchronized.
// You can also call Update independently from the game loop as 'async mode'.
// In this case, audio goes on even when the game stops e.g. by diactivating the screen.
type Context struct {
players *players
errCh chan error
@ -282,6 +278,11 @@ func (c *Context) loop() {
}
// Update returns an error if some errors happen.
//
// As of 1.6.0-alpha, this just returns the error if an error happens internally,
// and do nothing related to updating the state.
// Then, the audio is available without Update,
// but it is recommended to call Update every frame.
func (c *Context) Update() error {
select {
case err := <-c.errCh: