*/
/**
* SECTION: ges-asset
- * @short_description: Represents usable ressources inside the GStreamer Editing Services
+ * @short_description: Represents usable resources inside the GStreamer Editing Services
*
- * The Assets in the GStreamer Editing Services represent the ressources
+ * The Assets in the GStreamer Editing Services represent the resources
* that can be used. You can create assets for any type that implements the #GESExtractable
* interface, for example #GESClips, #GESFormatter, and #GESTrackElement do implement it.
- * This means that asssets will represent for example a #GESUriClips, #GESBaseEffect etc,
+ * This means that assets will represent for example a #GESUriClips, #GESBaseEffect etc,
* and then you can extract objects of those types with the appropriate parameters from the asset
* using the #ges_asset_extract method:
*
* to the #GESAsset through the #GESMetaContainer interface and you have a model for your
* custom effects. Note that #GESAsset management is making easier thanks to the #GESProject class.
*
- * Each asset are represented by a pair of @extractable_type and @id (string). Actually the @extractable_type
+ * Each asset is represented by a pair of @extractable_type and @id (string). Actually the @extractable_type
* is the type that implements the #GESExtractable interface, that means that for example for a #GESUriClip,
* the type that implements the #GESExtractable interface is #GESClip.
* The identifier represents different things depending on the @extractable_type and you should check
* the documentation of each type to know what the ID of #GESAsset actually represents for that type. By default,
* we only have one #GESAsset per type, and the @id is the name of the type, but this behaviour is overriden
- * to be more usefull. For example, for GESTransitionClips, the ID is the vtype of the transition
- * you will extract from it (ie crossfade, box-wipe-rc etc..) For #GESEffect the id is the
+ * to be more useful. For example, for GESTransitionClips, the ID is the vtype of the transition
+ * you will extract from it (ie crossfade, box-wipe-rc etc..) For #GESEffect the ID is the
* @bin-description property of the extracted objects (ie the gst-launch style description of the bin that
* will be used).
*
- * Each and every #GESAsset are cached into GES, and you can query those with the #ges_list_assets function.
+ * Each and every #GESAsset is cached into GES, and you can query those with the #ges_list_assets function.
* Also the system will automatically register #GESAssets for #GESFormatters and #GESTransitionClips
* and standard effects (actually not implemented yet) and you can simply query those calling:
* |[
*/
/**
* SECTION: ges-extractable
- * @short_description: An interface letting an object be extracted from a GESAsset
+ * @short_description: An interface for objects which can be extracted from a GESAsset
*
* FIXME: Long description needed
*/
/**
* ges_extractable_get_asset:
- * @self: The #GESExtractable from which to retrieve a #GESAsset from
+ * @self: The #GESExtractable from which to retrieve a #GESAsset
*
- * Method to get a asset from a #GESExtractable
+ * Method for getting an asset from a #GESExtractable
*
- * Returns: (transfer none): the #GESAsset or %NULL if none have been set
+ * Returns: (transfer none): The #GESAsset or %NULL if none has been set
*/
GESAsset *
ges_extractable_get_asset (GESExtractable * self)
* @self: Target object
* @asset: (transfer none): The #GESAsset to set
*
- * Method to set asset which was used to instaniate specified object
+ * Method to set the asset which instantiated the specified object
*/
void
ges_extractable_set_asset (GESExtractable * self, GESAsset * asset)