// Authors // Copyright (C) 2014 Stephan Sundermann using System; using Gst; using System.Runtime.InteropServices; namespace GstreamerSharp { class Playback { const int ChunkSize = 1024; const int SampleRate = 44100; static Gst.App.AppSrc AppSource; static Element Pipeline; static long NumSamples; // Number of samples generated so far (for timestamp generation) static float a, b, c, d; // For waveform generation static uint Sourceid; // To control the GSource static GLib.MainLoop MainLoop; // GLib's Main Loop // This method is called by the idle GSource in the mainloop, to feed CHUNK_SIZE bytes into appsrc. // The idle handler is added to the mainloop when appsrc requests us to start sending data (need-data signal) // and is removed when appsrc has enough data (enough-data signal). static bool PushData () { var numSamples = ChunkSize / 2; // Because each sample is 16 bits MapInfo map; // Create a new empty buffer var buffer = new Gst.Buffer (null, ChunkSize, AllocationParams.Zero); // Set its timestamp and duration buffer.Pts = Util.Uint64Scale ((ulong)NumSamples, (ulong)Constants.SECOND, (ulong)SampleRate); buffer.Dts = Util.Uint64Scale ((ulong)NumSamples, (ulong)Constants.SECOND, (ulong)SampleRate); buffer.Duration = Util.Uint64Scale ((ulong)NumSamples, (ulong)Constants.SECOND, (ulong)SampleRate); // Generate some psychodelic waveforms buffer.Map (out map, MapFlags.Write); c += d; d -= c / 1000f; var freq = 1100f + 1000f * d; short[] data = new short[numSamples]; for (int i = 0; i < numSamples; i++) { a += b; b -= a / freq; data[i] = (short)(500f * a); } // convert the short[] to a byte[] by marshalling var native = Marshal.AllocHGlobal (data.Length * sizeof(short)); Marshal.Copy (data, 0, native, data.Length); byte[] bytedata = new byte[2 * data.Length]; Marshal.Copy (native, bytedata, 0, data.Length * sizeof(short)); map.Data = bytedata; buffer.Unmap (map); NumSamples += numSamples; // Push the buffer into the appsrc var ret = AppSource.PushBuffer (buffer); // Free the buffer now that we are done with it buffer.Dispose (); if (ret != FlowReturn.Ok) { // We got some error, stop sending data return false; } return true; } // This signal callback triggers when appsrc needs Here, we add an idle handler // to the mainloop to start pushing data into the appsrc static void StartFeed (object sender, Gst.App.NeedDataArgs args) { if (Sourceid == 0) { Console.WriteLine ("Start feeding"); Sourceid = GLib.Idle.Add (PushData); } } // This callback triggers when appsrc has enough data and we can stop sending. // We remove the idle handler from the mainloop static void StopFeed (object sender, EventArgs args) { if (Sourceid != 0) { Console.WriteLine ("Stop feeding"); GLib.Source.Remove (Sourceid); Sourceid = 0; } } // This function is called when playbin has created the appsrc element, so we have a chance to configure it. static void SourceSetup (object sender, GLib.SignalArgs args) { var info = new Gst.Audio.AudioInfo (); var source = new Gst.App.AppSrc(((Element)args.Args [0]).Handle); Console.WriteLine ("Source has been created. Configuring."); AppSource = source; // Configure appsrc Gst.Audio.AudioChannelPosition[] position = {}; info.SetFormat (Gst.Audio.AudioFormat.S16, SampleRate, 1, position); var audioCaps = info.ToCaps (); source ["caps"] = audioCaps; source ["format"] = Format.Time; source.NeedData += StartFeed; source.EnoughData += StopFeed; } // This function is called when an error message is posted on the bus static void HandleError (object sender, GLib.SignalArgs args) { GLib.GException err; string debug; var msg = (Message) args.Args[0]; // Print error details on the screen msg.ParseError (out err, out debug); Console.WriteLine ("Error received from element {0}: {1}", msg.Src.Name, err.Message); Console.WriteLine ("Debugging information: {0}", debug != null ? debug : "none"); MainLoop.Quit (); } public static void Main (string[] args) { b = 1; d = 1; // Initialize Gstreamer Gst.Application.Init(ref args); // Create the playbin element Pipeline = Parse.Launch ("playbin uri=appsrc://"); Pipeline.Connect ("source-setup", SourceSetup); // Instruct the bus to emit signals for each received message, and connect to the interesting signals var bus = Pipeline.Bus; bus.AddSignalWatch (); bus.Connect ("message::error", HandleError); // Start playing the pipeline Pipeline.SetState (State.Playing); // Create a GLib Main Loop and set it to run MainLoop = new GLib.MainLoop (); MainLoop.Run (); // Free resources Pipeline.SetState (State.Null); } } }