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Fix typo #1006

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4 changes: 2 additions & 2 deletions Samples/360VideoPlayback/README.md
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Expand Up @@ -83,14 +83,14 @@ run it.

### Deploying the sample to a Microsoft HoloLens

- Developer unlock your Microsoft HoloLens. For instructions, go to
- Developer unlocks your Microsoft HoloLens. For instructions, go to
[Enable your device for development](https://msdn.microsoft.com/windows/uwp/get-started/enable-your-device-for-development#enable-your-windows-10-devices).
- Find the IP address of your Microsoft HoloLens. The IP address can be found in **Settings**
\> **Network & Internet** \> **Wi-Fi** \> **Advanced options**. Or, you can ask Cortana for this
information by saying: "Hey Cortana, what's my IP address?"
- Right-click on your project in Visual Studio, and then select **Properties**.
- In the Debugging pane, click the drop-down and select **Remote Machine**.
- Enter the IP address of your Microsoft HoloLens into the field labelled **Machine Name**.
- Enter the IP address of your Microsoft HoloLens into the field labeled **Machine Name**.
- Click **OK**.
- Select **Build** \> **Deploy** Solution.

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2 changes: 1 addition & 1 deletion Samples/Accelerometer/README.md
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Expand Up @@ -18,7 +18,7 @@ allows the user to view the acceleration forces along the X-, Y-, and Z-axes for
The sample asks you to choose an accelerometer.

- The standard accelerometer reports total acceleration.
- The linear accelerometer reports acceleration due to motion.
- The linear accelerometer reports acceleration due to the motion.
- The gravity accelerometer reports acceleration due to gravity.

After choosing your accelerometer, you can choose one of these scenarios:
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2 changes: 1 addition & 1 deletion Samples/AdvancedCasting/README.md
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Expand Up @@ -21,7 +21,7 @@ For an intro to casting, see the *Basic Media Casting Sample*.
**Scenario 1: Media Element Casting 101:**
Press the *Cast* button next to the progress bar in the video element. Select the device you'd like to cast to.

This is an example of the built in casting that comes with the media element transport controls. This will enable casting to Miracast, DLNA, and Bluetooth devices.
This is an example of the built-in casting that comes with the media element transport controls. This will enable casting to Miracast, DLNA, and Bluetooth devices.
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This change is okay.


**Scenario 2: Casting APIs and a Custom Cast Button:**
Press the *Cast* button next to the progress bar in the video element. Select the device you'd like to cast to.
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4 changes: 2 additions & 2 deletions Samples/Advertising/README.md
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Expand Up @@ -17,8 +17,8 @@ Shows how to use the Microsoft Advertising SDK (Microsoft.Advertising) to show d
Specifically, this sample shows how to:

- Create an ad control to show display ads using only XAML / HTML markup
- Create an ad control to show display ads programatically
- Create an ad control to show interstitial video ads programatically
- Create an ad control to show display ads programmatically
- Create an ad control to show interstitial video ads programmatically
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This change is okay.


## Prerequisites

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6 changes: 3 additions & 3 deletions Samples/AudioCreation/README.md
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Expand Up @@ -45,7 +45,7 @@ In the code-behind for this scenario, an **AudioGraph** is created with three no
This scenario shows how to generate and route audio data into an audio graph from custom code. Press the *Generate Audio* button to start generating audio from custom code.
Press *Stop* to stop the audio.

In the code-behind for this scenario an **AudioGraph** is created with two nodes: an **AudioFrameInputNode** that represents the custom audio generation code and which is connected to an **AudioDeviceOutputNode** representing the default output device. The **AudioFrameInputNode** is created with the same encoding as the audio graph so that the generated audio data has the same format as the graph. Once the audio graph is started, the **QuantumStarted** event is raised by the audio graph whenever the custom code needs to provide more audio data. The custom code creates a new **AudioFrame** object in which the audio data is stored. The example accesses the underlying buffer of the **AudioFrame**, which requires an **unsafe** code block, and inserts values from a sine wav into the buffer. The **AudioFrame** containing the audio data is then added to the **AudioFrameInputNode** list of frames ready to be processed, which is then consumed by the audio graph and passed to the audio device output node.
In the code-behind for this scenario an **AudioGraph** is created with two nodes: an **AudioFrameInputNode** that represents the custom audio generation code and which is connected to an **AudioDeviceOutputNode** representing the default output device. The **AudioFrameInputNode** is created with the same encoding as the audio graph so that the generated audio data has the same format as the graph. Once the audio graph is started, the **QuantumStarted** event is raised by the audio graph whenever the custom code needs to provide more audio data. The custom code creates a new **AudioFrame** object in which the audio data is stored. The example accesses the underlying buffer of the **AudioFrame**, which requires an **unsafe** code block, and inserts values from a sine wave into the buffer. The **AudioFrame** containing the audio data is then added to the **AudioFrameInputNode** list of frames ready to be processed, which is then consumed by the audio graph and passed to the audio device output node.
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This change is okay (wav->wave).


**Scenario 4: Submix Nodes:**
In this scenario, audio from two audio files is mixed together and an audio echo effect is added to the mix before the audio is routed to the output device. Press *Load File 1* to select the first audio file and *Load File 2* to select the second file. Press *Start Graph* to start the flow of audio through the graph. Use the *Echo* button to toggle the echo effect on and off while the graph is running.
Expand All @@ -58,14 +58,14 @@ This example demonstrates each of the effects that are built-in to the platform.
* Reverb
* Equalizer
* Limiter
The UI for this scenario lets you load an audio file to play back and then toggle these effects on and off and adjust their parameters.
The UI for this scenario lets you load an audio file to playback and then toggle these effects on and off and adjust their parameters.

The code-behind for this scenario uses just two nodes. An **AudioFileInputNode** and a **AudioDeviceOutputNode**. The effects are initialized and then added to the **EffectDefinitions** list of the file input node.

**Scenario 6: Custom Effects:**
This scenario demonstrates how to create an custom audio effect and then using it in an audio graph. Press the *Load File* button to select an audio file to play. Press *Start Graph* to begin playback of the file with the custom effect.

The custom effect for this scenario is defined in a single file, CustomEffect.cs, that is included in its own project. The class implemented in this file, AudioEchoEffect, implements the **IBasicAudioEffect** interface which allows it to be used in an audio graph. The actual audio processing is implemented in the **ProcessFrame** method. The audio graph calls this method and passes in a **ProcessAudioFrameContext** object which provides access to **AudioFrame** objects representing the input to the effect and the output from the effect. The effect implements a simple echo by storing samples from the input frame in a buffer and then adding the samples previously stored in the buffer to the current input samples and then inserting thos values into the output frame buffer.
The custom effect for this scenario is defined in a single file, CustomEffect.cs, that is included in its own project. The class implemented in this file, AudioEchoEffect, implements the **IBasicAudioEffect** interface which allows it to be used in an audio graph. The actual audio processing is implemented in the **ProcessFrame** method. The audio graph calls this method and passes in a **ProcessAudioFrameContext** object which provides access to **AudioFrame** objects representing the input to the effect and the output from the effect. The effect implements a simple echo by storing samples from the input frame in a buffer and then adding the samples previously stored in the buffer to the current input samples and then inserting those values into the output frame buffer.
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This change is okay.


The custom effect has a property set that can be modified by calling the **SetProperties** method. The custom effect exposes a *Mix* property through the property set that is used to control the amount of echo that is added back into the original signal.

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