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authorSeth Chandler <sethbc@sethbc.org>2016-07-17 03:32:02 -0400
committerSeth Chandler <sethbc@sethbc.org>2016-07-17 03:32:02 -0400
commit68b1affbbd9be209c5b7dcbd39f222492be3314d (patch)
tree827391ad2e66fa9c5589f77afd5f3458163f36d3 /readme.md
parent45414fed7b4a61453aad6bbfd1d761177c16bf65 (diff)
update audio links
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1 files changed, 1 insertions, 1 deletions
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@@ -732,7 +732,7 @@ float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
float goodbye[][2] = SONG(GOODBYE_SOUND);
```
-Wherein we bind predefined songs (from [audio/song_list.h](/audio/song_list.h)) into named variables. This is one optimization that helps save on memory: These songs only take up memory when you reference them in your keymap, because they're essentially all preprocessor directives.
+Wherein we bind predefined songs (from [quantum/audio/song_list.h](/quantum/audio/song_list.h)) into named variables. This is one optimization that helps save on memory: These songs only take up memory when you reference them in your keymap, because they're essentially all preprocessor directives.
So now you have something called `tone_plover` for example. How do you make it play the Plover tune, then? If you look further down the keymap, you'll see this: