design: audiosinks: fix missing markup

This commit is contained in:
Reynaldo H. Verdejo Pinochet 2017-06-15 23:29:58 -07:00
parent 69010fa4ee
commit 8f5a43d8e7

View file

@ -27,41 +27,45 @@
The design is based on a set of base classes and the concept of a
ringbuffer of samples.
+-----------+ - provide preroll, rendering, timing
+ basesink + - caps nego
+-----+-----+
|
+-----V----------+ - manages ringbuffer
+ audiobasesink + - manages scheduling (push/pull)
+-----+----------+ - manages clock/query/seek
| - manages scheduling of samples in the ringbuffer
| - manages caps parsing
|
+-----V------+ - default ringbuffer implementation with a GThread
+ audiosink + - subclasses provide open/read/close methods
+------------+
```
+-----------+ - provide preroll, rendering, timing
+ basesink + - caps nego
+-----+-----+
|
+-----V----------+ - manages ringbuffer
+ audiobasesink + - manages scheduling (push/pull)
+-----+----------+ - manages clock/query/seek
| - manages scheduling of samples in the ringbuffer
| - manages caps parsing
|
+-----V------+ - default ringbuffer implementation with a GThread
+ audiosink + - subclasses provide open/read/close methods
+------------+
```
The ringbuffer is a contiguous piece of memory divided into segtotal
pieces of segments. Each segment has segsize bytes.
play position
v
+---+---+---+-------------------------------------+----------+
+ 0 | 1 | 2 | .... | segtotal |
+---+---+---+-------------------------------------+----------+
<--->
segsize bytes = N samples * bytes_per_sample.
```
play position
v
+---+---+---+-------------------------------------+----------+
+ 0 | 1 | 2 | .... | segtotal |
+---+---+---+-------------------------------------+----------+
<--->
segsize bytes = N samples * bytes_per_sample.
```
The ringbuffer has a play position, which is expressed in segments. The
play position is where the device is currently reading samples from the
buffer.
The ringbuffer can be put to the PLAYING or STOPPED state.
The ringbuffer can be put to the `PLAYING` or `STOPPED` state.
In the STOPPED state no samples are played to the device and the play
In the `STOPPED` state no samples are played to the device and the play
pointer does not advance.
In the PLAYING state samples are written to the device and the
In the `PLAYING` state samples are written to the device and the
ringbuffer should call a configurable callback after each segment is
written to the device. In this state the play pointer is advanced after
each segment is written.
@ -79,7 +83,7 @@ possible.
Whenever new samples are to be put into the ringbuffer, the position of
the read pointer is taken. The required write position is taken and the
diff is made between the required and actual position. If the difference
is \<0, the sample is too late. If the difference is bigger than
is `< 0`, the sample is too late. If the difference is bigger than
segtotal, the writing part has to wait for the play pointer to advance.
### Scheduling
@ -107,7 +111,7 @@ element. These samples will then be placed in the ringbuffer at the
next play position. It is assumed that the getrange function returns
fast enough to fill the ringbuffer before the play pointer reaches
the write pointer.
In this mode, the ringbuffer is usually kept as empty as possible.
There is no context switch needed between the elements that create
the samples and the actual writing of the samples to the device.
@ -115,15 +119,15 @@ the samples and the actual writing of the samples to the device.
#### DMA mode
Elements that can do DMA based access to the audio device have to
subclass from the GstAudioBaseSink class and wrap the DMA ringbuffer
in a subclass of GstRingBuffer.
subclass from the `GstAudioBaseSink` class and wrap the DMA ringbuffer
in a subclass of `GstRingBuffer`.
The ringbuffer subclass should trigger a callback after writing or
playing each sample to the device. This callback can be triggered
from a thread or from a signal from the audio device.
### Clocks
The GstAudioBaseSink class will use the ringbuffer to act as a clock
The `GstAudioBaseSink` class will use the ringbuffer to act as a clock
provider. It can do this by using the play pointer and the delay to
calculate the clock time.