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Suri539 committed Nov 29, 2024
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2 changes: 1 addition & 1 deletion dita/RTC-NG/API/callback_iaudiopcmframesink_onframe.dita
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<plentry>
<pt props="android cpp unreal bp electron unity cs rn flutter">frame</pt>
<pt props="apple">audioFrame</pt>
<pd><ph>音频帧信息。</ph><ph props="android apple">详见 <ph keyref="AudioFrame"/>。</ph><ph props="cpp unreal bp unity cs electron rn flutter">详见 <ph keyref="AudioPcmFrame"/>。</ph></pd>
<pd>音频帧信息。<ph props="android apple">详见 <ph keyref="AudioFrame"/>。</ph><ph props="cpp unreal bp unity cs electron rn flutter">详见 <ph keyref="AudioPcmFrame"/>。</ph></pd>
</plentry>
<plentry props="ios mac">
<pt>playerKit</pt>
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<section id="timing" deliveryTarget="details">
<title>Call timing</title>
<p>Call this method before joining a channel.</p>
</section>
</section>
<section id="restriction" deliveryTarget="details">
<title>Restrictions</title>
<p>None.</p>
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<pt props="ios mac">delegate</pt>
<pt props="unity cs">audioFrameObserver</pt>
<pd>
<p><ph>The observer instance. See <xref keyref="IAudioFrameObserver"/></ph>. <ph props="android mac ios unity cpp unreal bp cs">Set the value as <ph keyref="NULL"/> to release the instance. </ph><ph>Agora recommends calling this method after receiving <xref keyref="onLeaveChannel"/> to release the audio observer object.</ph></p>
<p><ph>The observer instance. See <xref keyref="IAudioFrameObserver"/>.</ph><ph props="android mac ios unity cpp unreal bp cs">Set the value as <ph keyref="NULL"/> to release the instance. </ph><ph>Agora recommends calling this method after receiving <xref keyref="onLeaveChannel"/> to release the audio observer object.</ph></p>
</pd>
</plentry>
<plentry props="unity cs">
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<section id="timing" deliveryTarget="details">
<title>Call timing</title>
<p>Call this method before joining a channel.</p>
</section>
</section>
<section id="restriction" deliveryTarget="details">
<title>Restrictions</title>
<p>When handling the video data returned in the callbacks, pay attention to the changes in the <parmname>width</parmname> and <parmname>height</parmname> parameters, which may be adapted under the following circumstances:<ul>
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<pt props="android cpp unreal bp electron rn flutter">observer</pt>
<pt props="ios mac">delegate</pt>
<pt props="unity cs">videoFrameObserver</pt>
<pd><ph>The observer instance. See <xref keyref="IVideoFrameObserver"/></ph>. <ph props="android cpp unreal bp ios mac unity cs">To release the instance, set the value as <ph keyref="NULL"/>.</ph></pd>
<pd><ph>The observer instance. See <xref keyref="IVideoFrameObserver"/>.</ph><ph props="android cpp unreal bp ios mac unity cs">To release the instance, set the value as <ph keyref="NULL"/>.</ph></pd>
</plentry>
<plentry props="unity cs">
<pt>mode</pt>
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<parml>
<plentry>
<pt>mode</pt>
<pd><ph>The channel mode. </ph><ph props="hmos cpp unreal bp mac ios unity flutter rn electron cs">See <xref keyref="AUDIO_DUAL_MONO_MODE" /></ph>.<ul props="android">
<pd><ph>The channel mode. </ph><ph props="hmos cpp unreal bp mac ios unity flutter rn electron cs">See <xref keyref="AUDIO_DUAL_MONO_MODE" />.</ph><ul props="android">
<li><ph keyref="AUDIO_DUAL_MONO_STEREO" />(0): Original mode.</li>
<li><ph keyref="AUDIO_DUAL_MONO_L" />(1): Left channel mode. This mode replaces the audio of the right channel with the audio of the left channel, which means the user can only hear the audio of the left channel.</li>
<li><ph keyref="AUDIO_DUAL_MONO_R" />(2): Right channel mode. This mode replaces the audio of the left channel with the audio of the right channel, which means the user can only hear the audio of the right channel.</li>
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<section id="detailed_desc">
<title>Details</title>
<p>You can call this method before sharing a screen or window to get a list of shareable screens and windows, which enables a user to use thumbnails in the list to easily choose a particular screen or window to share. This list also contains important information such as window ID and screen ID, with which you can call <xref keyref="startScreenCaptureByWindowId" /> or <xref keyref="startScreenCaptureByDisplayId" /> to start the sharing.</p>
<note type="note" props="cpp unreal bp unity flutter">This method applies to macOS and Windows only.</note>
<note type="note" props="cpp unreal bp unity flutter">This method applies to macOS and Windows only.</note>
</section>
<section id="parameters">
<title>Parameters</title>
<parml>
<plentry>
<pt>thumbSize</pt>
<pd><ph>The target size of the screen or window thumbnail (the width and height are in pixels). </ph><ph props="cpp unreal bp">See <xref keyref="SIZE-link" /></ph>. <ph>The SDK scales the original image to make the length of the longest side of the image the same as that of the target size without distorting the original image. For example, if the original image is 400 × 300 and thumbSize is 100 × 100, the actual size of the <parmname>thumbnail</parmname> is 100 × 75. If the target size is larger than the original size, the thumbnail is the original image and the SDK does not scale it.</ph></pd>
<pd><ph>The target size of the screen or window thumbnail (the width and height are in pixels). </ph><ph props="cpp unreal bp">See <xref keyref="SIZE-link" />.</ph><ph>The SDK scales the original image to make the length of the longest side of the image the same as that of the target size without distorting the original image. For example, if the original image is 400 × 300 and thumbSize is 100 × 100, the actual size of the <parmname>thumbnail</parmname> is 100 × 75. If the target size is larger than the original size, the thumbnail is the original image and the SDK does not scale it.</ph></pd>
</plentry>
<plentry>
<pt>iconSize</pt>
<pd><ph>The target size of the icon corresponding to the application program (the width and height are in pixels). </ph><ph props="cpp unreal bp">See <xref keyref="SIZE-link" /></ph>. <ph>The SDK scales the original image to make the length of the longest side of the image the same as that of the target size without distorting the original image. For example, if the original image is 400 × 300 and iconSize is 100 × 100, the actual size of the<parmname> icon</parmname> is 100 × 75. If the target size is larger than the original size, the icon is the original image and the SDK does not scale it.</ph></pd>
<pd><ph>The target size of the icon corresponding to the application program (the width and height are in pixels). </ph><ph props="cpp unreal bp">See <xref keyref="SIZE-link" />.</ph><ph>The SDK scales the original image to make the length of the longest side of the image the same as that of the target size without distorting the original image. For example, if the original image is 400 × 300 and iconSize is 100 × 100, the actual size of the<parmname> icon</parmname> is 100 × 75. If the target size is larger than the original size, the icon is the original image and the SDK does not scale it.</ph></pd>
</plentry>
<plentry>
<pt>includeScreen</pt>
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<ul props="apple"><li>The highest frame rate supported by the device, if the method is called successfully. See <apiname keyref="SCREEN_CAPTURE_FRAMERATE_CAPABILITY"/>.</li>
<li>If the call fails, returns <apiname keyref="NULL"/>.</li></ul>
<ul props="cpp unreal bp android unity rn flutter cs">
<li><ph>The highest frame rate supported by the device, if the method is called successfully. </ph><ph props="cpp unreal unity rn flutter cs">See <apiname keyref="SCREEN_CAPTURE_FRAMERATE_CAPABILITY"/></ph>.<ul props="android bp">
<li><ph>The highest frame rate supported by the device, if the method is called successfully. </ph><ph props="cpp unreal unity rn flutter cs">See <apiname keyref="SCREEN_CAPTURE_FRAMERATE_CAPABILITY"/>.</ph><ul props="android bp">
<li>0: The device supports the frame rate of up to 15 fps.</li>
<li>1: The device supports the frame rate of up to 30 fps.</li>
<li>2: The device supports the frame rate of up to 60 fps.</li></ul></li>
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<plentry id="metadatatype">
<pt>type</pt>
<pd>
<p>The metadata type. The SDK currently only supports <apiname keyref="VIDEO_METADATA" />. <ph props="ios mac cpp unreal bp unity rn electron cs">See <xref keyref="METADATA_TYPE" /></ph>.</p>
<p>The metadata type. The SDK currently only supports <apiname keyref="VIDEO_METADATA" />. <ph props="ios mac cpp unreal bp unity rn electron cs">See <xref keyref="METADATA_TYPE" />.</ph></p>
</pd>
</plentry>
</parml> </section>
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4 changes: 2 additions & 2 deletions en-US/dita/RTC-NG/API/api_irtcengine_setaudioprofile.dita
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<section id="timing" deliveryTarget="details">
<title>Call timing</title>
<p>You can call this method either before or after joining a channel.</p>
</section>
</section>
<section id="restriction" deliveryTarget="details">
<title>Restrictions</title>
<p props="ios cpp unreal bp flutter unity rn">Due to iOS system restrictions, some audio routes cannot be recognized in call volume mode. Therefore, if you need to use an external sound card, it is recommended to set the audio scenario to <codeph><ph keyref="AUDIO_SCENARIO_GAME_STREAMING" /></codeph>(3). In this scenario, the SDK will switch to media volume to avoid this issue.</p>
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<plentry>
<pt>profile</pt>
<pd>
<p id="profile"><ph>The audio profile, including the sampling rate, bitrate, encoding mode, and the number of channels. </ph><ph props="hmos apple cpp framework">See <xref keyref="AUDIO_PROFILE_TYPE" /></ph>.<ul props="android">
<p id="profile"><ph>The audio profile, including the sampling rate, bitrate, encoding mode, and the number of channels. </ph><ph props="hmos apple cpp framework">See <xref keyref="AUDIO_PROFILE_TYPE" />.</ph><ul props="android">
<li><codeph><ph keyref="AUDIO_PROFILE_DEFAULT" /></codeph>(0): The default value.<ul conkeyref="AUDIO_PROFILE_TYPE/default-profile">
<li />
</ul></li>
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2 changes: 1 addition & 1 deletion en-US/dita/RTC-NG/API/api_irtcengine_setclientrole2.dita
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<plentry>
<pt props="native unreal flutter unity cs electron rn">role</pt>
<pt props="bp">clientRoleType</pt>
<pd><ph>The user role. </ph><ph props="ios mac cpp unreal bp electron unity flutter rn cs">See <xref keyref="CLIENT_ROLE_TYPE" /></ph>.<ul props="android hmos">
<pd><ph>The user role. </ph><ph props="ios mac cpp unreal bp electron unity flutter rn cs">See <xref keyref="CLIENT_ROLE_TYPE" />.</ph><ul props="android hmos">
<li><ph keyref="CLIENT_ROLE_BROADCASTER" />(1): Host. A host can both send and receive streams.</li>
<li><ph keyref="CLIENT_ROLE_AUDIENCE" />(2): (Default) Audience. An audience member can only receive streams.</li>
</ul>
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2 changes: 1 addition & 1 deletion en-US/dita/RTC-NG/API/api_irtcengine_setlogfilter.dita
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<plentry>
<pt>filter</pt>
<pd>
<p><ph>The output log level of the SDK. </ph><ph props="ios mac cpp unreal rn electron flutter">See <xref keyref="LOG_FILTER_TYPE" /></ph>.<ul props="android bp">
<p><ph>The output log level of the SDK. </ph><ph props="ios mac cpp unreal rn electron flutter">See <xref keyref="LOG_FILTER_TYPE" />.</ph><ul props="android bp">
<li><ph keyref="LOG_FILTER_OFF" />(0): Do not output any log information.</li>
<li><ph keyref="LOG_FILTER_DEBUG" />(0x080f): Output all log information. Set your log filter as DEBUG if you want to get the most complete log file.</li>
<li><ph keyref="LOG_FILTER_INFO" />(0x0f): Output <apiname keyref="LOG_FILTER_CRITICAL" />, <apiname keyref="LOG_FILTER_ERROR" />, <apiname keyref="LOG_FILTER_WARN" />, and <apiname keyref="LOG_FILTER_INFO" /> level log information. Agora recommends that you set the log level to this level.</li>
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<parml>
<plentry>
<pt>option</pt>
<pd><ph>Fallback options for the subscribed stream. </ph><ph props="ios mac cpp unreal bp electron unity flutter rn cs">See <xref keyref="STREAM_FALLBACK_OPTIONS" /></ph>.<ul props="android hmos">
<pd><ph>Fallback options for the subscribed stream. </ph><ph props="ios mac cpp unreal bp electron unity flutter rn cs">See <xref keyref="STREAM_FALLBACK_OPTIONS" />.</ph><ul props="android hmos">
<li><ph keyref="STREAM_FALLBACK_OPTION_DISABLED" />(0): No fallback processing is performed on audio and video streams, and the quality of the audio and video streams cannot be guaranteed.</li>
<li><ph keyref="STREAM_FALLBACK_OPTION_VIDEO_STREAM_LOW" />(1): (Default) Under poor downlink network conditions, the remote video stream, to which you subscribe, falls back to the low-quality (low resolution and low bitrate) video stream.</li>
<li><ph keyref="STREAM_FALLBACK_OPTION_AUDIO_ONLY" />(2): When the network conditions are poor, try to receive the low-quality video stream first. If the video cannot be displayed due to extremely poor network environment, then fall back to receiving audio-only stream.</li>
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<plentry>
<pt>userPriority</pt>
<pd>
<p>The priority of the remote user. <ph props="ios mac cpp unreal bp unity cs">See <xref keyref="PRIORITY_TYPE"/></ph>.<ul props="android hmos">
<p>The priority of the remote user. <ph props="ios mac cpp unreal bp unity cs">See <xref keyref="PRIORITY_TYPE"/>.</ph><ul props="android hmos">
<li><ph keyref="PRIORITY_HIGH"/>: The user's priority is high.</li>
<li><ph keyref="PRIORITY_NORMAL"/>: (Default) The user's priority is normal.</li>
</ul></p>
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</section>
<section id="detailed_desc" deliveryTarget="details" otherprops="no-title">
<p>Captures the video stream of a screen or a part of the screen area.</p>
<note type="attention" props="cpp unreal bp flutter unity">This method is for Windows and macOS only.</note>
<note type="attention" props="cpp unreal bp flutter unity">This method is for Windows and macOS only.</note>
</section>
<section id="scenario" deliveryTarget="details">
<title>Applicable scenarios</title>
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<li>Call this method before joining a channel, and then call <xref keyref="joinChannel2"/> to join a channel and set <parmname>publishScreenTrack</parmname> or <parmname>publishSecondaryScreenTrack</parmname> to <codeph><ph keyref="true" /></codeph> to start screen sharing.</li>
<li>Call this method after joining a channel, and then call <xref keyref="updateChannelMediaOptions"/> to join a channel and set <parmname>publishScreenTrack</parmname> or <parmname>publishSecondaryScreenTrack</parmname> to <codeph><ph keyref="true" /></codeph> to start screen sharing.</li>
</ul></p>
</section>
</section>
<section id="restriction" deliveryTarget="details">
<title>Restrictions</title>
<p>None.</p>
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</plentry>
<plentry props="cpp unreal bp unity flutter electron cs">
<pt>regionRect</pt>
<pd><ph>(Optional) Sets the relative location of the region to the screen. Pass in <codeph>nil</codeph> to share the entire screen. </ph><ph props="cpp unreal bp unity flutter cs">See <xref keyref="Rectangle" /></ph>. <ph props="mac">It consists of the following parameters:</ph><ul props="mac">
<pd><ph>(Optional) Sets the relative location of the region to the screen. Pass in <codeph>nil</codeph> to share the entire screen. </ph><ph props="cpp unreal bp unity flutter cs">See <xref keyref="Rectangle" />.</ph><ph props="mac">It consists of the following parameters:</ph><ul props="mac">
<li>x: The horizontal offset from the top-left corner.</li>
<li>y: The vertical offset from the top-left corner.</li>
<li>width: The width of the region.</li>
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<plentry>
<pt props="mac cpp unreal bp">rect</pt>
<pt props="unity cs">regionRect</pt>
<pd>The relative location of the region to the screen or window. If you do not set this parameter, the SDK shares the whole screen. <ph props="cpp unreal bp">See <xref keyref="Rect"/></ph>. If the specified region overruns the screen or window, the SDK shares only the region within it; if you set width or height as 0, the SDK shares the whole screen or window.</pd>
<pd>The relative location of the region to the screen or window. If you do not set this parameter, the SDK shares the whole screen. <ph props="cpp unreal bp">See <xref keyref="Rect"/>.</ph>If the specified region overruns the screen or window, the SDK shares only the region within it; if you set width or height as 0, the SDK shares the whole screen or window.</pd>
</plentry>
</parml> </section>
<section id="return_values">
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<plentry>
<pt props="android cpp unreal bp electron unity cs rn flutter">frame</pt>
<pt props="apple">audioFrame</pt>
<pd><ph>The audio frame information. </ph><ph props="android apple">See <ph keyref="AudioFrame"/></ph>. <ph props="cpp unreal bp unity cs electron rn flutter">See <ph keyref="AudioPcmFrame"/></ph>.</pd>
<pd><ph>The audio frame information. </ph><ph props="android apple">See <ph keyref="AudioFrame"/>.</ph><ph props="cpp unreal bp unity cs electron rn flutter">See <ph keyref="AudioPcmFrame"/>.</ph></pd>
</plentry>
<plentry props="ios mac">
<pt>playerKit</pt>
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