/**
* GstStateChange:
- * #GST_STATE_CHANGE_NULL_TO_READY : state change from NULL to READY.
+ * @GST_STATE_CHANGE_NULL_TO_READY : state change from NULL to READY.
*
* * The element must check if the resources it needs are available. Device
* sinks and -sources typically try to probe the device to constrain their
* caps.
* * The element opens the device (in case feature need to be probed).
*
- * #GST_STATE_CHANGE_READY_TO_PAUSED : state change from READY to PAUSED.
+ * @GST_STATE_CHANGE_READY_TO_PAUSED : state change from READY to PAUSED.
*
* * The element pads are activated in order to receive data in PAUSED.
* Streaming threads are started.
*
* * Live sources return %GST_STATE_CHANGE_NO_PREROLL and don't generate data.
*
- * #GST_STATE_CHANGE_PAUSED_TO_PLAYING: state change from PAUSED to PLAYING.
+ * @GST_STATE_CHANGE_PAUSED_TO_PLAYING: state change from PAUSED to PLAYING.
*
* * Most elements ignore this state change.
* * The pipeline selects a #GstClock and distributes this to all the children
* sometimes pads.
* * Live sources start generating data and return %GST_STATE_CHANGE_SUCCESS.
*
- * #GST_STATE_CHANGE_PLAYING_TO_PAUSED: state change from PLAYING to PAUSED.
+ * @GST_STATE_CHANGE_PLAYING_TO_PAUSED: state change from PLAYING to PAUSED.
*
* * Most elements ignore this state change.
* * The pipeline calculates the running_time based on the last selected
*
* * Live sources stop generating data and return %GST_STATE_CHANGE_NO_PREROLL.
*
- * #GST_STATE_CHANGE_PAUSED_TO_READY : state change from PAUSED to READY.
+ * @GST_STATE_CHANGE_PAUSED_TO_READY : state change from PAUSED to READY.
*
* * Sinks unblock any waits in the preroll.
* * Elements unblock any waits on devices
* * The sink forgets all negotiated formats
* * Elements remove all sometimes pads
*
- * #GST_STATE_CHANGE_READY_TO_NULL : state change from READY to NULL.
+ * @GST_STATE_CHANGE_READY_TO_NULL : state change from READY to NULL.
*
* * Elements close devices
* * Elements reset any internal state.