Sink elements
-------------
-Sink elements consume data. They normally have no source pads.
+Sink elements consume data and normally have no source pads.
Typical sink elements include:
- # commit the state. We return TRUE if we can continue
+ # Commit the state. We return TRUE if we can continue
# streaming, FALSE in the case we go to a READY or NULL state.
# if we go to PLAYING, we don't need to block on preroll.
commit
return TRUE
}
- # sync an object. We have to wait for the element to reach
+ # Sync an object. We have to wait for the element to reach
# the PLAYING state before we can wait on the clock.
- # some items do not need synchronisation (most events) so the
+ # Some items do not need synchronisation (most events) so the
# get_times method returns FALSE (not syncable)
# need_preroll indicates that we are not in the PLAYING state
# and therefore need to commit and potentially block on preroll