> video-sdk/windows

Zoom Video SDK for Windows - C++ integration for video sessions, raw audio/video capture, screen sharing, recording, and real-time communication

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SKILL.mdvideo-sdk/windows

Zoom Video SDK - Windows Development

Expert guidance for developing with the Zoom Video SDK on Windows. This SDK enables custom video applications, raw media capture/injection, cloud recording, live streaming, and real-time transcription on Windows platforms.

Official Documentation: https://developers.zoom.us/docs/video-sdk/windows/ API Reference: https://marketplacefront.zoom.us/sdk/custom/windows/ Sample Repository: https://github.com/zoom/videosdk-windows-rawdata-sample

Quick Links

New to Video SDK? Follow this path:

  1. SDK Architecture Pattern - Universal 3-step pattern for ANY feature
  2. Session Join Pattern - Complete working code to join a session
  3. Windows Message Loop - CRITICAL: Fix callbacks not firing
  4. Video Rendering - Display video with Canvas API

Reference:

Having issues?

Building a Custom UI?

SDK Overview

The Zoom Video SDK for Windows is a C++ library that provides:

  • Session Management: Join/leave video SDK sessions
  • Raw Data Access: Capture raw audio/video frames (YUV420, PCM)
  • Raw Data Injection: Send custom audio/video into sessions
  • Screen Sharing: Share screens or inject custom share sources
  • Cloud Recording: Record sessions to Zoom cloud
  • Live Streaming: Stream to RTMP endpoints (YouTube, etc.)
  • Chat & Commands: In-session messaging and command channels
  • Live Transcription: Real-time speech-to-text
  • Subsessions: Breakout room support
  • Whiteboard: Collaborative whiteboard features
  • Annotations: Screen share annotations
  • C# Integration: C++/CLI wrapper for .NET applications

Prerequisites

System Requirements

  • OS: Windows 10 (1903 or later) or Windows 11
  • Architecture: x64 (recommended), x86, or ARM64
  • Visual Studio: 2019 or 2022 (Community, Professional, or Enterprise)
  • Windows SDK: 10.0.19041.0 or later
  • .NET Framework: 4.8 or later (for C# applications)

Visual Studio Workloads

Install these workloads via Visual Studio Installer:

  1. Desktop development with C++

    • MSVC v142 or v143 compiler
    • Windows 10/11 SDK
    • C++ CMake tools (optional)
  2. .NET desktop development (for C# applications)

    • .NET Framework 4.8 targeting pack
    • C++/CLI support

Quick Start

C++ Application

#include <windows.h>
#include "zoom_video_sdk_api.h"
#include "zoom_video_sdk_interface.h"
#include "zoom_video_sdk_delegate_interface.h"

USING_ZOOM_VIDEO_SDK_NAMESPACE

// 1. Create SDK object
IZoomVideoSDK* video_sdk_obj = CreateZoomVideoSDKObj();

// 2. Initialize
ZoomVideoSDKInitParams init_params;
init_params.domain = L"https://zoom.us";
init_params.enableLog = true;
init_params.logFilePrefix = L"zoom_win_video";
init_params.videoRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.shareRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.audioRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;

ZoomVideoSDKErrors err = video_sdk_obj->initialize(init_params);

// 3. Add event listener
video_sdk_obj->addListener(myDelegate);

// 4. Join session (IMPORTANT: set audioOption.connect = false)
ZoomVideoSDKSessionContext session_context;
session_context.sessionName = L"my-session";
session_context.userName = L"Windows User";
session_context.token = L"your-jwt-token";
session_context.videoOption.localVideoOn = false;
session_context.audioOption.connect = false;  // Connect audio after join
session_context.audioOption.mute = true;

IZoomVideoSDKSession* session = video_sdk_obj->joinSession(session_context);

// 5. CRITICAL: Add Windows message pump for callbacks to work
bool running = true;
while (running) {
    // Process Windows messages (required for SDK callbacks)
    MSG msg;
    while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
    
    // Your application logic here
    Sleep(10);
}

C# Application

using ZoomVideoSDK;

var sdkManager = new ZoomSDKManager();
sdkManager.Initialize();
sdkManager.JoinSession("my-session", "jwt-token", "User Name", "");

Key Features

FeatureDescription
Session ManagementJoin, leave, and manage video sessions
Raw Video (YUV I420)Capture and inject raw video frames
Raw Audio (PCM)Capture and inject raw audio data
Screen SharingShare screens or custom content
Cloud RecordingRecord sessions to Zoom cloud
Live StreamingStream to RTMP endpoints
ChatSend/receive chat messages
Command ChannelCustom command messaging
Live TranscriptionReal-time speech-to-text
C# SupportFull .NET Framework integration

Sample Applications

Official Repository: https://github.com/zoom/videosdk-windows-rawdata-sample

SampleDescription
VSDK_SkeletonDemoMinimal session join - start here
VSDK_getRawVideoCapture YUV420 video frames
VSDK_getRawAudioCapture PCM audio
VSDK_sendRawVideoInject custom video (virtual camera)
VSDK_sendRawAudioInject custom audio (virtual mic)
VSDK_CloudRecordingCloud recording control
VSDK_CommandChannelCustom command messaging
VSDK_TranscriptionAndTranslationLive captions

See complete guide: Sample Applications Reference

Critical Gotchas and Best Practices

⚠️ CRITICAL: Windows Message Pump Required

The #1 issue that causes session joins to hang with no callbacks:

All Windows applications using the Zoom SDK MUST process Windows messages. The SDK uses Windows messages to deliver callbacks like onSessionJoin(), onError(), etc.

Problem: Without a message pump, joinSession() appears to succeed but callbacks never fire.

Solution: Add this to your main loop:

while (running) {
    // REQUIRED: Process Windows messages
    MSG msg;
    while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
    
    // Your application logic
    Sleep(10);
}

Applies to:

  • Console applications (no automatic message pump)
  • Custom main loops
  • Applications that don't use standard WinMain/WndProc

GUI applications using WinMain with standard message loop already have this.

Audio Connection Strategy

Best Practice: Set audioOption.connect = false when joining, then connect audio in the onSessionJoin() callback.

// During join
session_context.audioOption.connect = false;  // Don't connect yet
session_context.audioOption.mute = true;

// In onSessionJoin() callback
void onSessionJoin() override {
    IZoomVideoSDKAudioHelper* audioHelper = video_sdk_obj->getAudioHelper();
    if (audioHelper) {
        audioHelper->startAudio();  // Connect now
    }
}

Why: This pattern is used in all official Zoom samples. It separates session join from audio initialization for better reliability and error handling.

All Delegate Callbacks Must Be Implemented

The IZoomVideoSDKDelegate interface has 70+ pure virtual methods. ALL must be implemented, even if empty:

// Required even if you don't use them
void onProxyDetectComplete() override {}
void onUserWhiteboardShareStatusChanged(IZoomVideoSDKUser*, IZoomVideoSDKWhiteboardHelper*) override {}
// ... etc

Tip: Check the SDK version's zoom_video_sdk_delegate_interface.h for the complete list. The interface changes between SDK versions.

Memory Mode for Raw Data

Always use heap mode for raw data memory:

init_params.videoRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.shareRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.audioRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;

Stack mode can cause issues with large video frames.

Thread Safety

SDK callbacks execute on SDK threads, not your main thread:

  • Don't perform heavy operations in callbacks
  • Don't call cleanup() from within callbacks
  • Use thread-safe queues for passing data to UI thread
  • Use mutexes when accessing shared state

Consult Official Samples First

When SDK behavior is unexpected, always check the official samples before troubleshooting:

Local samples:

  • C:\tempsdk\Zoom_VideoSDK_Windows_RawDataDemos\VSDK_SkeletonDemo\ (simplest)
  • C:\tempsdk\sdksamples\zoom-video-sdk-windows-2.4.12\Sample-Libs\x64\demo\

Official samples show correct patterns for:

  • Message pump implementation ✓
  • Audio connection strategy ✓
  • Error handling ✓
  • Memory management ✓

Video Rendering - Two Approaches

The Zoom SDK provides two different ways to render video. Choose based on your needs.

🎯 Canvas API (Recommended for Most Use Cases)

Best for: Standard applications, clean video quality, ease of implementation

The SDK renders video directly to your HWND. No YUV conversion needed.

// Subscribe to a user's video with Canvas API
IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
if (canvas) {
    ZoomVideoSDKErrors ret = canvas->subscribeWithView(
        hwnd,                                    // Your window handle
        ZoomVideoSDKVideoAspect_PanAndScan,     // Fit to window, may crop
        ZoomVideoSDKResolution_Auto              // Let SDK choose best resolution
    );
    
    if (ret == ZoomVideoSDKErrors_Success) {
        // SDK is now rendering directly to your window!
    }
}

// Unsubscribe when done
canvas->unSubscribeWithView(hwnd);

Advantages:

  • Best quality - SDK uses optimized, hardware-accelerated rendering
  • No artifacts - Professional video quality
  • Simple code - 3 lines to subscribe
  • Better performance - No CPU-intensive YUV conversion
  • Automatic scaling - SDK handles window resizing
  • Aspect ratio - Built-in aspect ratio handling

Example from official .NET sample:

// Self video preview
IZoomVideoSDKCanvas* canvas = myself->GetVideoCanvas();
canvas->subscribeWithView(selfVideoHwnd, aspect, resolution);

// Remote user video
IZoomVideoSDKCanvas* remoteCanvas = remoteUser->GetVideoCanvas();
remoteCanvas->subscribeWithView(remoteVideoHwnd, aspect, resolution);

Video Aspect Options:

  • ZoomVideoSDKVideoAspect_Original - Letterbox/pillarbox, no cropping
  • ZoomVideoSDKVideoAspect_FullFilled - Fill window, may crop edges
  • ZoomVideoSDKVideoAspect_PanAndScan - Smart crop to fill window
  • ZoomVideoSDKVideoAspect_LetterBox - Show full video with black bars

Resolution Options:

  • ZoomVideoSDKResolution_90P
  • ZoomVideoSDKResolution_180P
  • ZoomVideoSDKResolution_360P - Good balance
  • ZoomVideoSDKResolution_720P - HD quality
  • ZoomVideoSDKResolution_1080P
  • ZoomVideoSDKResolution_Auto - Let SDK decide (recommended)

🔧 Raw Data Pipe (Advanced Use Cases)

Best for: Custom video processing, effects, recording, computer vision

You receive raw YUV420 frames and handle rendering yourself.

// 1. Create a delegate to receive frames
class VideoRenderer : public IZoomVideoSDKRawDataPipeDelegate {
public:
    void onRawDataFrameReceived(YUVRawDataI420* data) override {
        int width = data->GetStreamWidth();
        int height = data->GetStreamHeight();
        
        char* yBuffer = data->GetYBuffer();
        char* uBuffer = data->GetUBuffer();
        char* vBuffer = data->GetVBuffer();
        
        // Convert YUV420 to RGB and render
        ConvertYUVToRGB(yBuffer, uBuffer, vBuffer, width, height);
        RenderToWindow(rgbBuffer, width, height);
    }
    
    void onRawDataStatusChanged(RawDataStatus status) override {
        // Handle video on/off
    }
};

// 2. Subscribe to raw data
IZoomVideoSDKRawDataPipe* pipe = user->GetVideoPipe();
VideoRenderer* renderer = new VideoRenderer();
pipe->subscribe(ZoomVideoSDKResolution_720P, renderer);

YUV420 to RGB Conversion (ITU-R BT.601):

void ConvertYUV420ToRGB(char* yBuffer, char* uBuffer, char* vBuffer, 
                        int width, int height) {
    for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
            int yIndex = y * width + x;
            int uvIndex = (y / 2) * (width / 2) + (x / 2);
            
            int Y = (unsigned char)yBuffer[yIndex];
            int U = (unsigned char)uBuffer[uvIndex];
            int V = (unsigned char)vBuffer[uvIndex];
            
            // YUV to RGB conversion
            int C = Y - 16;
            int D = U - 128;
            int E = V - 128;
            
            int R = (298 * C + 409 * E + 128) >> 8;
            int G = (298 * C - 100 * D - 208 * E + 128) >> 8;
            int B = (298 * C + 516 * D + 128) >> 8;
            
            // Clamp to [0, 255]
            R = (R < 0) ? 0 : (R > 255) ? 255 : R;
            G = (G < 0) ? 0 : (G > 255) ? 255 : G;
            B = (B < 0) ? 0 : (B > 255) ? 255 : B;
            
            // Store RGB (BGR format for Windows)
            rgbBuffer[yIndex * 3 + 0] = (unsigned char)B;
            rgbBuffer[yIndex * 3 + 1] = (unsigned char)G;
            rgbBuffer[yIndex * 3 + 2] = (unsigned char)R;
        }
    }
}

Render with GDI:

void RenderToWindow(unsigned char* rgbBuffer, int width, int height) {
    HDC hdc = GetDC(hwnd);
    
    BITMAPINFO bmi = {};
    bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
    bmi.bmiHeader.biWidth = width;
    bmi.bmiHeader.biHeight = -height;  // Negative for top-down
    bmi.bmiHeader.biPlanes = 1;
    bmi.bmiHeader.biBitCount = 24;     // 24-bit RGB
    bmi.bmiHeader.biCompression = BI_RGB;
    
    RECT rect;
    GetClientRect(hwnd, &rect);
    
    StretchDIBits(hdc,
        0, 0, rect.right, rect.bottom,  // Destination
        0, 0, width, height,              // Source
        rgbBuffer, &bmi,
        DIB_RGB_COLORS, SRCCOPY);
    
    ReleaseDC(hwnd, hdc);
}

Disadvantages:

  • ⚠️ CPU intensive - YUV conversion can cause frame drops
  • ⚠️ Artifacts - Manual rendering may show tearing/artifacts
  • ⚠️ Complex - More code to maintain
  • ⚠️ Performance - Slower than Canvas API

Use Raw Data When:

  • Adding video filters/effects
  • Recording to custom formats
  • Computer vision processing
  • Custom compositing
  • Streaming to non-standard outputs

Self Video vs Remote Users

Self Video (your own camera):

Option A: Canvas API

IZoomVideoSDKSession* session = sdk->getSessionInfo();
IZoomVideoSDKUser* myself = session->getMyself();
IZoomVideoSDKCanvas* canvas = myself->GetVideoCanvas();
canvas->subscribeWithView(selfVideoHwnd, aspect, resolution);

Option B: Video Preview (for self only)

IZoomVideoSDKVideoHelper* videoHelper = sdk->getVideoHelper();
videoHelper->startVideo();  // Start transmission

// For preview rendering
videoHelper->startVideoCanvasPreview(selfVideoHwnd, aspect, resolution);

Remote Users (other participants):

Canvas API (recommended):

// In onUserJoin callback
void onUserJoin(IZoomVideoSDKUserHelper*, IVideoSDKVector<IZoomVideoSDKUser*>* userList) {
    for (int i = 0; i < userList->GetCount(); i++) {
        IZoomVideoSDKUser* user = userList->GetItem(i);
        IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
        canvas->subscribeWithView(userVideoHwnd, aspect, resolution);
    }
}

Event-Driven Subscription Pattern

⚠️ CRITICAL: Video subscription must be event-driven and manual.

Key Events:

  1. onSessionJoin - Subscribe to self video
  2. onUserJoin - Subscribe to new remote users
  3. onUserVideoStatusChanged - Re-subscribe when video turns on/off
  4. onUserLeave - Unsubscribe and cleanup

Complete Pattern:

class MainFrame : public IZoomVideoSDKDelegate {
private:
    std::map<IZoomVideoSDKUser*, IZoomVideoSDKCanvas*> subscribedUsers_;
    HWND videoWindow_;
    
public:
    void onSessionJoin() override {
        // Start your own video
        IZoomVideoSDKVideoHelper* videoHelper = sdk->getVideoHelper();
        videoHelper->startVideo();
        
        // Subscribe to self video
        IZoomVideoSDKUser* myself = sdk->getSessionInfo()->getMyself();
        SubscribeToUser(myself);
    }
    
    void onUserJoin(IZoomVideoSDKUserHelper*, 
                    IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
        // Get current user to exclude self
        IZoomVideoSDKUser* myself = sdk->getSessionInfo()->getMyself();
        
        for (int i = 0; i < userList->GetCount(); i++) {
            IZoomVideoSDKUser* user = userList->GetItem(i);
            
            // IMPORTANT: Only subscribe to REMOTE users!
            if (user != myself) {
                SubscribeToUser(user);
            }
        }
    }
    
    void onUserVideoStatusChanged(IZoomVideoSDKVideoHelper*, 
                                  IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
        IZoomVideoSDKUser* myself = sdk->getSessionInfo()->getMyself();
        
        for (int i = 0; i < userList->GetCount(); i++) {
            IZoomVideoSDKUser* user = userList->GetItem(i);
            if (user != myself) {
                // Re-subscribe when video status changes
                SubscribeToUser(user);
            }
        }
    }
    
    void onUserLeave(IZoomVideoSDKUserHelper*, 
                    IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
        for (int i = 0; i < userList->GetCount(); i++) {
            IZoomVideoSDKUser* user = userList->GetItem(i);
            UnsubscribeFromUser(user);
        }
    }
    
    void onSessionLeave() override {
        // Cleanup all subscriptions
        for (auto& pair : subscribedUsers_) {
            IZoomVideoSDKCanvas* canvas = pair.second;
            if (canvas) {
                canvas->unSubscribeWithView(videoWindow_);
            }
        }
        subscribedUsers_.clear();
    }
    
private:
    void SubscribeToUser(IZoomVideoSDKUser* user) {
        if (!user || subscribedUsers_.find(user) != subscribedUsers_.end())
            return;
            
        IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
        if (canvas) {
            ZoomVideoSDKErrors ret = canvas->subscribeWithView(
                videoWindow_,
                ZoomVideoSDKVideoAspect_PanAndScan,
                ZoomVideoSDKResolution_Auto
            );
            
            if (ret == ZoomVideoSDKErrors_Success) {
                subscribedUsers_[user] = canvas;
            }
        }
    }
    
    void UnsubscribeFromUser(IZoomVideoSDKUser* user) {
        auto it = subscribedUsers_.find(user);
        if (it != subscribedUsers_.end()) {
            IZoomVideoSDKCanvas* canvas = it->second;
            if (canvas) {
                canvas->unSubscribeWithView(videoWindow_);
            }
            subscribedUsers_.erase(it);
        }
    }
};

Key Points:

  • ✅ Subscribe in response to events (onUserJoin, onUserVideoStatusChanged)
  • ✅ Always exclude current user from remote subscriptions
  • ✅ Unsubscribe on onUserLeave
  • ✅ Clean up all subscriptions on onSessionLeave
  • ✅ Track subscriptions in a map for lifecycle management

⚠️ Screen Share Subscription (DIFFERENT from Video!)

CRITICAL: Screen share subscription uses IZoomVideoSDKShareAction from the callback, NOT user->GetShareCanvas()!

// WRONG - This won't work for remote screen shares!
user->GetShareCanvas()->subscribeWithView(hwnd, ...);

// CORRECT - Use IZoomVideoSDKShareAction from onUserShareStatusChanged callback
void onUserShareStatusChanged(IZoomVideoSDKShareHelper* pShareHelper,
                               IZoomVideoSDKUser* pUser,
                               IZoomVideoSDKShareAction* pShareAction) {
    if (!pShareAction) return;
    
    ZoomVideoSDKShareStatus status = pShareAction->getShareStatus();
    
    if (status == ZoomVideoSDKShareStatus_Start || 
        status == ZoomVideoSDKShareStatus_Resume) {
        // Subscribe to the share using Canvas API
        IZoomVideoSDKCanvas* shareCanvas = pShareAction->getShareCanvas();
        if (shareCanvas) {
            shareCanvas->subscribeWithView(shareWindow_, 
                ZoomVideoSDKVideoAspect_Original);
        }
    }
    else if (status == ZoomVideoSDKShareStatus_Stop) {
        // Unsubscribe when share stops
        IZoomVideoSDKCanvas* shareCanvas = pShareAction->getShareCanvas();
        if (shareCanvas) {
            shareCanvas->unSubscribeWithView(shareWindow_);
        }
    }
}

Why is share different from video?

  • Video: Each user has one video stream → use user->GetVideoCanvas()
  • Share: A user can have multiple share actions (multi-share) → use IZoomVideoSDKShareAction* from callback
  • The IZoomVideoSDKShareAction object represents a specific share stream and contains the share status, type, and rendering interfaces

See also: Screen Share Subscription Example

Multi-User Video Layout

For multiple participants, you need one HWND per user:

// Create separate windows/panels for each user
HWND selfVideoWindow = CreateWindow(...);   // Your video
HWND user1Window = CreateWindow(...);       // User 1's video
HWND user2Window = CreateWindow(...);       // User 2's video

// Subscribe each user to their own window
myself->GetVideoCanvas()->subscribeWithView(selfVideoWindow, ...);
user1->GetVideoCanvas()->subscribeWithView(user1Window, ...);
user2->GetVideoCanvas()->subscribeWithView(user2Window, ...);

Layout Strategies:

  • Grid layout (2x2, 3x3)
  • Gallery view (scrollable)
  • Active speaker (large) + thumbnails
  • Picture-in-picture

Common Video Issues

IssueCauseSolution
Video not showingNot calling startVideo()Call videoHelper->startVideo() in onSessionJoin
Artifacts/tearingUsing Raw Data PipeSwitch to Canvas API
Poor performanceYUV conversion on UI threadUse Canvas API or move conversion to worker thread
Video freezesNot processing Windows messagesAdd message pump to main loop
Can't see selfSubscribing to wrong userUse session->getMyself() for self video
Seeing self in remote listNot excluding selfCheck if (user != myself) before subscribing

Complete Documentation Library

This skill includes comprehensive guides organized by category:

Core Concepts (Start Here!)

Complete Examples

UI Framework Integration

C++/CLI Wrapper Patterns (Wrapping ANY Native Library)

Troubleshooting

References

Most Critical Issues (From Real Debugging)

  1. Callbacks not firing → Missing Windows message loop (99% of issues)

  2. Video subscribe returns error 2 → Subscribing too early

  3. Abstract class errors → Missing virtual method implementations

Key Insight

Once you learn the 3-step pattern, you can implement ANY feature:

  1. Get singleton → 2. Implement delegate → 3. Subscribe & use

See: SDK Architecture Pattern

Resources


Need help? Start with SKILL.md for complete navigation.

Merged from video-sdk/windows/SKILL.md

Zoom Video SDK Windows - Complete Documentation Index

Quick Start Path

If you're new to the SDK, follow this order:

  1. Overviewwindows.md

  2. Read the architecture patternconcepts/sdk-architecture-pattern.md

    • Universal formula: Singleton → Delegate → Subscribe
    • Once you understand this, you can implement any feature
  3. Fix build errorstroubleshooting/build-errors.md

    • SDK header dependencies
    • Required include order
  4. Implement session joinexamples/session-join-pattern.md

    • Complete working JWT + session join code
  5. Fix callback issuestroubleshooting/windows-message-loop.md

    • CRITICAL: Why callbacks don't fire without Windows message loop
  6. Implement videoexamples/video-rendering.md

    • Canvas API (SDK-rendered) vs Raw Data Pipe
  7. Troubleshoot any issuestroubleshooting/common-issues.md

    • Quick diagnostic checklist
    • Error code tables

Documentation Structure

video-sdk/windows/
├── SKILL.md                           # Main skill overview
├── SKILL.md                           # This file - navigation guide
├── windows.md                          # Secondary overview doc (pointer-style)
│
├── concepts/                          # Core architectural patterns
│   ├── sdk-architecture-pattern.md   # Universal formula for ANY feature
│   ├── singleton-hierarchy.md        # 5-level navigation guide
│   └── canvas-vs-raw-data.md         # SDK-rendered vs self-rendered choice
│
├── examples/                          # Complete working code
│   ├── session-join-pattern.md       # JWT auth + session join
│   ├── video-rendering.md            # Canvas API video display
│   ├── screen-share-subscription.md  # View remote screen shares
│   ├── raw-video-capture.md          # YUV420 raw frame capture
│   ├── raw-audio-capture.md          # PCM audio capture
│   ├── send-raw-video.md             # Virtual camera (inject video)
│   ├── send-raw-audio.md             # Virtual mic (inject audio)
│   ├── cloud-recording.md            # Cloud recording control
│   ├── command-channel.md            # Custom command messaging
│   ├── transcription.md              # Live transcription/captions
│   └── dotnet-winforms/              # UI Framework integration
│       └── README.md                 # Win32, WinForms, WPF patterns
│                                     # C++/CLI wrapper patterns
│                                     # Production quality guidelines
│
├── troubleshooting/                   # Problem solving guides
│   ├── windows-message-loop.md       # CRITICAL - Why callbacks fail
│   ├── build-errors.md               # Header dependency fixes
│   └── common-issues.md              # Quick diagnostic workflow
│
└── references/                        # Reference documentation
    ├── windows-reference.md           # API hierarchy, methods, error codes
    ├── delegate-methods.md            # All 80+ callback methods
    └── samples.md                     # Official samples guide

By Use Case

I want to build a video app

  1. SDK Architecture Pattern - Understand the pattern
  2. Session Join Pattern - Join sessions
  3. Video Rendering - Display video
  4. Windows Message Loop - Fix callback issues

I'm getting build errors

  1. Build Errors Guide - SDK header dependencies
  2. Delegate Methods - Abstract class errors
  3. Common Issues - Linker errors

I'm getting runtime errors

  1. Windows Message Loop - Callbacks not firing
  2. Common Issues - Error code tables

I want to view screen shares

  1. Screen Share Subscription - DIFFERENT from video!
  2. SDK Architecture Pattern - Event-driven pattern
  3. Video Rendering - Compare with video subscription

I want to capture raw video/audio

  1. Canvas vs Raw Data - Choose your approach
  2. Raw Video Capture - YUV420 frame capture
  3. Raw Audio Capture - PCM audio capture
  4. SDK Architecture Pattern - Subscription pattern

I want to send custom video/audio (virtual camera/mic)

  1. Send Raw Video - Inject custom video frames
  2. Send Raw Audio - Inject custom audio
  3. SDK Architecture Pattern - External source pattern

I want to record sessions

  1. Cloud Recording - Start/stop cloud recording
  2. API Reference - Recording helper methods

I want to use live transcription

  1. Transcription - Enable live captions
  2. Delegate Methods - Transcription callbacks

I want custom messaging between participants

  1. Command Channel - Send custom commands
  2. API Reference - Command channel methods

I want to build a Win32 native app

  1. Win32 Integration - Direct SDK + Canvas API
  2. Video Rendering - Canvas API patterns
  3. Production Guidelines - Best practices

I want to build a WinForms (.NET) app

  1. WinForms Integration - C++/CLI wrapper + Raw Data
  2. C++/CLI Patterns - gcroot, Finalizer, LockBits
  3. Production Guidelines - IDisposable, thread safety

I want to build a WPF (.NET) app

  1. WPF Integration - C++/CLI + BitmapSource
  2. Bitmap Conversion - Freeze(), Dispatcher
  3. Production Guidelines - Performance optimization

I want to use C# / .NET Framework (general)

  1. .NET Integration Overview - Complete C++/CLI wrapper guide
  2. Raw Video Capture - YUV→RGB conversion patterns
  3. Session Join Pattern - SDK initialization flow

I want to wrap ANY native C++ library for .NET

  1. C++/CLI Wrapper Patterns - Complete 8-pattern guide
  2. Pattern 1: Basic Structure - Project setup + class layout
  3. Pattern 3: gcroot Callbacks - Native→Managed events
  4. Pattern 4: IDisposable - Cleanup pattern
  5. Common Errors - Troubleshooting

I want to implement a specific feature

  1. SDK Architecture Pattern - START HERE!
  2. Singleton Hierarchy - Navigate to the feature
  3. API Reference - Method signatures

Most Critical Documents

1. SDK Architecture Pattern (MASTER DOCUMENT)

concepts/sdk-architecture-pattern.md

The universal 3-step pattern:

  1. Get singleton (SDK, helpers, session, users)
  2. Implement delegate (event callbacks)
  3. Subscribe and use

2. Windows Message Loop (MOST COMMON ISSUE)

troubleshooting/windows-message-loop.md

99% of "callbacks not firing" issues are caused by missing Windows message loop.

3. Singleton Hierarchy (NAVIGATION MAP)

concepts/singleton-hierarchy.md

5-level deep navigation showing how to reach every feature.


Key Learnings

Critical Discoveries:

  1. Windows Message Loop is MANDATORY

  2. Subscribe in onUserVideoStatusChanged, NOT onUserJoin

    • Video may not be ready when user joins
    • Wait for video status change callback
    • See: Video Rendering
  3. Two Rendering Paths

    • Canvas API: SDK renders to your HWND (recommended)
    • Raw Data Pipe: You receive YUV frames (advanced)
    • See: Canvas vs Raw Data
  4. Helpers Control YOUR Streams Only

    • videoHelper->startVideo() starts YOUR camera
    • To see others, subscribe to their Canvas/Pipe
    • See: Singleton Hierarchy
  5. UI Framework Integration Differs by Platform

    • Win32: Direct SDK, Canvas API (SDK renders to HWND) - best performance
    • WinForms: C++/CLI wrapper, Raw Data Pipe, YUV→Bitmap, InvokeRequired
    • WPF: Same wrapper + Bitmap→BitmapSource, Dispatcher, Freeze()
    • See: UI Framework Integration
  6. C++/CLI Wrapper Patterns (for ANY native library → .NET)

    • void* pointers - hide native types from managed headers
    • gcroot<T^> - prevent GC from collecting managed references in native code
    • Finalizer + Destructor - ~Class() and !Class() for IDisposable cleanup
    • pin_ptr + Marshal::Copy - array/buffer conversion
    • LockBits - 100x faster than SetPixel for image manipulation
    • Thread marshaling - InvokeRequired (WinForms) / Dispatcher (WPF)
    • See: C++/CLI Wrapper Guide
  7. Audio Connection Timing

    • Set audioOption.connect = false during join
    • Call startAudio() in onSessionJoin callback
    • See: Production Guidelines

Quick Reference

"My code won't compile"

Build Errors Guide

"Callbacks never fire"

Windows Message Loop

"Video subscription returns error 2"

Video Rendering - Subscribe in onUserVideoStatusChanged

"Abstract class error"

Delegate Methods

"How do I implement [feature]?"

SDK Architecture Pattern

"How do I navigate to [controller]?"

Singleton Hierarchy

"What error code means what?"

Common Issues


Document Version

Based on Zoom Video SDK for Windows v2.x


Happy coding!

Remember: The SDK Architecture Pattern is your key to unlocking the entire SDK. Read it first!

Operations

  • RUNBOOK.md - 5-minute preflight and debugging checklist.

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