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4.5.0 j #3803

Merged
merged 18 commits into from
Oct 30, 2024
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Expand Up @@ -36,7 +36,7 @@
<note type="attention">
<ul>
<li props="cpp unreal bp flutter unity">该方法仅适用于 Android 和 iOS。</li>
<li id="sequence">该方法必须在 SDK 触发 <xref keyref="onLocalVideoStateChanged"/> 回调,返回本地视频状态为 <apiname keyref="LOCAL_VIDEO_STREAM_STATE_ENCODING"/> (2) 之后调用。</li>
<li id="sequence">该方法必须在 SDK 触发 <xref keyref="onLocalVideoStateChanged"/> 回调,返回本地视频状态为 <apiname keyref="LOCAL_VIDEO_STREAM_STATE_CAPTURING"/> (1) 之后调用。</li>
<li>建议你在调用 <xref keyref="setCameraExposureFactor"/> 调节曝光系数前,先调用该方法查询当前摄像头是否支持曝光调节。</li>
<li>当你调用该方法时,查询的是当前正在使用的摄像头是否支持曝光调节,即调用 <xref keyref="setCameraCapturerConfiguration"/> 时指定的摄像头。</li>
</ul></note>
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2 changes: 1 addition & 1 deletion dita/RTC-NG/API/api_irtcengine_iscamerazoomsupported.dita
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Expand Up @@ -30,7 +30,7 @@
</section>
<section id="timing" deliveryTarget="details">
<title>调用时机</title>
<p>该方法必须在 SDK 触发 <xref keyref="onLocalVideoStateChanged"/> 回调,返回本地视频状态为 <apiname keyref="LOCAL_VIDEO_STREAM_STATE_ENCODING"/> (2) 之后调用。</p>
<p>该方法必须在 SDK 触发 <xref keyref="onLocalVideoStateChanged"/> 回调,返回本地视频状态为 <apiname keyref="LOCAL_VIDEO_STREAM_STATE_CAPTURING"/> (1) 之后调用。</p>
</section>
<section id="restriction" deliveryTarget="details">
<title>调用限制</title>
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65 changes: 65 additions & 0 deletions dita/RTC-NG/API/api_irtcengine_setexternalremoteeglcontext.dita
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@@ -0,0 +1,65 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE reference PUBLIC "-//OASIS//DTD DITA Reference//EN" "reference.dtd">
<reference id="api_irtcengine_setexternalremoteeglcontext">
<title><ph keyref="setExternalRemoteEglContext"/></title>
<shortdesc id="short"><ph id="shortdesc">设置远端视频流渲染的 EGL 环境上下文。</ph></shortdesc>
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“远端视频流渲染”该如何理解?意思是说自采集的外部视频流在本地渲染时的 EGL 上下文么?

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这个方法和自采集其实没有关系,主要是自渲染

我理解指的是:在本地渲染从远端接收的视频流时,所使用的 EGL 上下文

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哦那为了避免歧义,是不是可以改为:设置远端视频流在本地渲染时的 xxx 上下文。

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这个要么保持原状吧,两次评审会上没人提问题,刚和开发确认了下他回复也不是很明朗。

<prolog>
<metadata>
<keywords>
<indexterm keyref="setExternalRemoteEglContext"/>
</keywords>
</metadata>
</prolog>
<refbody>
<section id="prototype">
<p outputclass="codeblock">
<codeblock props="android" outputclass="language-java">public abstract int setExternalRemoteEglContext(Object eglContext);</codeblock>
<codeblock props="hmos" outputclass="language-arkts"/>
<codeblock props="ios mac" outputclass="language-objectivec"/>
<codeblock props="cpp unreal" outputclass="language-cpp">virtual int setExternalRemoteEglContext(void* eglContext) = 0;</codeblock>
<codeblock props="bp" outputclass="language-cpp"/>
<codeblock props="electron" outputclass="language-typescript"/>
<codeblock props="unity cs" outputclass="language-csharp"/>
<codeblock props="rn" outputclass="language-typescript"/>
<codeblock props="flutter" outputclass="language-dart"/> </p>
</section>
<section id="detailed_desc" deliveryTarget="details" otherprops="no-title">
<dl outputclass="since">
<dlentry props="native">
<dt>自从</dt>
<dd>v4.5.0</dd>
</dlentry>
</dl>
<p>通过设置该方法,开发者可以替换 SDK 内部默认的远端 EGL 环境上下文,便于实现统一的 EGL 上下文管理。</p>
<p>引擎销毁时,SDK 会自动释放 EGL 环境上下文。</p>
<note type="attention" props="cpp unreal bp flutter unity rn">该方法仅适用于 Android。</note>
</section>
<section id="scenario" deliveryTarget="details">
<title>适用场景</title>
<p>该方法适用于使用 Texture 格式的视频数据进行远端视频自渲染的场景。</p>
</section>
<section id="timing" deliveryTarget="details">
<title>调用时机</title>
<p>该方法需要在加入频道前调用。</p>
</section>
<section id="restriction" deliveryTarget="details">
<title>调用限制</title>
<p>无。</p>
</section>
<section id="parameters" deliveryTarget="details">
<title>参数</title>
<parml>
<plentry>
<pt>eglContext</pt>
<pd>用于远端视频流渲染的 EGL 环境上下文对象。</pd>
</plentry>
</parml> </section>
<section id="return_values">
<title><ph keyref="return-section-title"/></title>
<p props="flutter">方法成功调用时,无返回值;方法调用失败时,会抛出 <xref keyref="AgoraRtcException"/> 异常,你需要捕获异常并进行处理。<ph props="cn">详见<xref keyref="error-code-link"/>了解详情和解决建议。</ph></p>
<ul props="native unreal bp electron unity rn cs">
<li>0: 方法调用成功。</li>
<li>&lt; 0: 方法调用失败。<ph props="cn">详见<xref keyref="error-code-link"/>了解详情和解决建议。</ph></li>
</ul> </section>
</refbody>
</reference>
3 changes: 2 additions & 1 deletion dita/RTC-NG/API/api_irtcengine_setvideoscenario.dita
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Expand Up @@ -77,7 +77,8 @@
</li>
</ul>
</p>
<p id="1v1"><apiname keyref="APPLICATION_SCENARIO_1V1"/> (2) 适用于视频 1v1 通话场景。针对该场景低延迟、高画质的体验要求,SDK 进行了策略调优,提升了画质、首帧出图、中低端机延迟及弱网流畅度等性能表现。</p>
<p id="1v1"><apiname keyref="APPLICATION_SCENARIO_1V1"/> (2) 适用于<xref keyref="one-to-one-live"/>场景。针对该场景低延迟、高画质的体验要求,SDK 进行了策略调优,提升了画质、首帧出图、中低端机延迟及弱网流畅度等性能表现。</p>
<p id="liveshow"><apiname keyref="APPLICATION_SCENARIO_LIVESHOW"/> (3) 适用于<xref keyref="showroom"/>场景。针对该场景对首帧出图时间和画质清晰度的高要求,SDK 进行了策略调优,重点提升了首帧出图体验和画质表现,同时增强了在弱网环境和低端设备上的画质和流畅度表现。</p>
</pd>
</plentry>
</parml>
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36 changes: 27 additions & 9 deletions dita/RTC-NG/API/class_audiotrackconfig.dita
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Expand Up @@ -7,27 +7,35 @@
<section id="prototype">
<p outputclass="codeblock">
<codeblock props="android" outputclass="language-java">public class AudioTrackConfig {

public boolean enableLocalPlayback;


public boolean enableAudioProcessing;
public AudioTrackConfig() {
this.enableLocalPlayback = true;
this.enableAudioProcessing = false;
}
@Override
public String toString() {
return &quot;AudioTrackConfig{&quot;
+ &quot;enableLocalPlayback=&quot; + enableLocalPlayback + &quot;enableAudioProcessing&quot;
+ enableAudioProcessing + &#x27;}&#x27;;
}
}</codeblock>
}</codeblock>
<codeblock props="hmos" outputclass="language-arkts">export class AudioTrackConfig {

public enableLocalPlayback: boolean = true;
}</codeblock>
<codeblock props="ios mac" outputclass="language-objectivec">NS_SWIFT_NAME(AgoraAudioTrackConfig) __attribute__((visibility("default"))) @interface AgoraAudioTrackConfig : NSObject
<codeblock props="ios mac" outputclass="language-objectivec">NS_SWIFT_NAME(AgoraAudioTrackConfig) __attribute__((visibility(&quot;default&quot;))) @interface AgoraAudioTrackConfig : NSObject
@property (assign, nonatomic) BOOL enableLocalPlayback NS_SWIFT_NAME(enableLocalPlayback);
@property (assign, nonatomic) BOOL enableAudioProcessing NS_SWIFT_NAME(enableAudioProcessing);
@end</codeblock>
<codeblock props="cpp unreal" outputclass="language-cpp">struct AudioTrackConfig {

bool enableLocalPlayback;


AudioTrackConfig()
: enableLocalPlayback(true) {}

bool enableAudioProcessing;
AudioTrackConfig() : enableLocalPlayback(true),enableAudioProcessing(false) {}
};</codeblock>
<codeblock props="bp" outputclass="language-cpp">USTRUCT(BlueprintType)
struct FAudioTrackConfig
Expand Down Expand Up @@ -84,6 +92,16 @@ class AudioTrackConfig {
</ul>
</pd>
</plentry>
<plentry>
<pt>enableAudioProcessing</pt>
<pd>是否启用音频处理模块:
<ul>
<li><codeph><ph keyref="true"/></codeph>:启用音频处理模块,应用回声消除 (AEC)、降噪 (ANS) 和自动增益控制 (AGC) 效果。</li>
<li><codeph><ph keyref="false"/></codeph>:(默认)不启用音频处理模块。</li>
</ul>
<note type="attention">该参数设置仅对 <ph keyref="AUDIO_TRACK_DIRECT"/> 类型的自定义音频采集轨道生效。</note>
</pd>
</plentry>
</parml> </section>
</refbody>
</reference>
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