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fix typos and update copyediting in Playing Events in documentation (#349)
* fix typo in Properties in Playing Events 'toogle' -> 'toggle' * update copyediting in Playing Events in the documentation
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docs/src/doc/user-guide/5-playing-events.md

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@@ -4,21 +4,21 @@ In this guide we'll explore how to play Fmod events.
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## FmodEventEmitter nodes
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`FmodEventEmitter2D` and `FmodEventEmitter3D` are nodes to play Fmod events and their position will be updated
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automatically.
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`FmodEventEmitter2D` and `FmodEventEmitter3D` are nodes which play Fmod events.
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Events and their parameters are loaded by id or name according to [Fmod General settings](./2-initialization.md#general).
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![emitter-image]
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### Properties
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You first should set event that emitter will play. You can set name or guid manually or using event selection button.
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Then you have few toogle options:
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- *attached*: if `true`, Fmod event position will be updated alongside node's position.
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- *autoplay*: if `true`, it will autoplay event, without need to call `play` method.
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- *auto_release*: if `true`, the emitter will be free when done playing event.
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- *allow_fadeout*: if `true`, event will be stop with fadeout mode.
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- *preload_event*: if `true`, event will be preloaded when node is ready.
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First, set the event that the emitter will play. You can set the name or guid of the event manually, or use the event selection button.
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Then, there are a few options you can toggle:
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- *attached*: if `true`, the Fmod event's position will update alongside the node's position.
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- *autoplay*: if `true`, the event will autoplay (if `false`, it will play when the `play()` function is called on it).
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- *auto_release*: if `true`, the emitter node will be automatically freed when the event finishes playing.
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- *allow_fadeout*: if `true`, the event will fade out when stopped.
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- *preload_event*: if `true`, the event will be preloaded when the node is ready.
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#### Fmod parameters
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event_instance.start()
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```
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[emitter-image]: ./assets/emitter.png
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[emitter-image]: ./assets/emitter.png

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