<chapter id="chapter-other-base" xreflabel="Pre-made base classes"> <title>Pre-made base classes</title> <para> So far, we've been looking at low-level concepts of creating any type of &GStreamer; element. Now, let's assume that all you want is to create an simple audiosink that works exactly the same as, say, <quote>esdsink</quote>, or a filter that simply normalizes audio volume. Such elements are very general in concept and since they do nothing special, they should be easier to code than to provide your own scheduler activation functions and doing complex caps negotiation. For this purpose, &GStreamer; provides base classes that simplify some types of elements. Those base classes will be discussed in this chapter. </para> <sect1 id="section-base-sink" xreflabel="Writing a sink"> <title>Writing a sink</title> <para> Sinks are special elements in &GStreamer;. This is because sink elements have to take care of <emphasis>preroll</emphasis>, which is the process that takes care that elements going into the <classname>GST_STATE_PAUSED</classname> state will have buffers ready after the state change. The result of this is that such elements can start processing data immediately after going into the <classname>GST_STATE_PLAYING</classname> state, without requiring to take some time to initialize outputs or set up decoders; all that is done already before the state-change to <classname>GST_STATE_PAUSED</classname> successfully completes. </para> <para> Preroll, however, is a complex process that would require the same code in many elements. Therefore, sink elements can derive from the <classname>GstBaseSink</classname> base-class, which does preroll and a few other utility functions automatically. The derived class only needs to implement a bunch of virtual functions and will work automatically. </para> <para> The <classname>GstBaseSink</classname> base-class specifies some limitations on elements, though: </para> <itemizedlist> <listitem> <para> It requires that the sink only has one sinkpad. Sink elements that need more than one sinkpad, cannot use this base-class. </para> </listitem> <listitem> <para> The base-class owns the pad, and specifies caps negotiation, data handling, pad allocation and such functions. If you need more than the ones provided as virtual functions, then you cannot use this base-class. </para> </listitem> <listitem> <para> By implementing the <function>pad_allocate ()</function> function, it is possible for upstream elements to use special memory, such as memory on the X server side that only the sink can allocate, or even hardware memory <function>mmap ()</function>'ed from the kernel. Note that in almost all cases, you will want to subclass the <classname>GstBuffer</classname> object, so that your own set of functions will be called when the buffer loses its last reference. </para> </listitem> </itemizedlist> <para> Sink elements can derive from <classname>GstBaseSink</classname> using the usual <classname>GObject</classname> type creation voodoo, or by using the convenience macro <function>GST_BOILERPLATE ()</function>: </para> <programlisting> GST_BOILERPLATE_FULL (GstMySink, gst_my_sink, GstBaseSink, GST_TYPE_BASE_SINK); [..] static void gst_my_sink_class_init (GstMySinkClass * klass) { klass->set_caps = [..]; klass->render = [..]; [..] } </programlisting> <para> The advantages of deriving from <classname>GstBaseSink</classname> are numerous: </para> <itemizedlist> <listitem> <para> Derived implementations barely need to be aware of preroll, and do not need to know anything about the technical implementation requirements of preroll. The base-class does all the hard work. </para> <para> Less code to write in the derived class, shared code (and thus shared bugfixes). </para> </listitem> </itemizedlist> <para> There are also specialized base classes for audio and video, let's look at those a bit. </para> <sect2 id="section-base-audiosink" xreflabel="Writing an audio sink"> <title>Writing an audio sink</title> <para> Essentially, audio sink implementations are just a special case of a general sink. There are two audio base classes that you can choose to derive from, depending on your needs: <classname>GstBaseAudiosink</classname> and <classname>GstAudioSink</classname>. The baseaudiosink provides full control over how synchronization and scheduling is handled, by using a ringbuffer that the derived class controls and provides. The audiosink base-class is a derived class of the baseaudiosink, implementing a standard ringbuffer implementing default synchronization and providing a standard audio-sample clock. Derived classes of this base class merely need to provide a <function>_open ()</function>, <function>_close ()</function> and a <function>_write ()</function> function implementation, and some optional functions. This should suffice for many sound-server output elements and even most interfaces. More demanding audio systems, such as Jack, would want to implement the <classname>GstBaseAudioSink</classname> base-class. </para> <para> The <classname>GstBaseAusioSink</classname> has little to no limitations and should fit virtually every implementation, but is hard to implement. The <classname>GstAudioSink</classname>, on the other hand, only fits those systems with a simple <function>open ()</function> / <function>close ()</function> / <function>write ()</function> API (which practically means pretty much all of them), but has the advantage that it is a lot easier to implement. The benefits of this second base class are large: </para> <itemizedlist> <listitem> <para> Automatic synchronization, without any code in the derived class. </para> </listitem> <listitem> <para> Also automatically provides a clock, so that other sinks (e.g. in case of audio/video playback) are synchronized. </para> </listitem> <listitem> <para> Features can be added to all audiosinks by making a change in the base class, which makes maintainance easy. </para> </listitem> <listitem> <para> Derived classes require only three small functions, plus some <classname>GObject</classname> boilerplate code. </para> </listitem> </itemizedlist> <para> In addition to implementing the audio base-class virtual functions, derived classes can (should) also implement the <classname>GstBaseSink</classname> <function>set_caps ()</function> and <function>get_caps ()</function> virtual functions for negotiation. </para> </sect2> <sect2 id="section-base-videosink" xreflabel="Writing a general sink"> <title>Writing a video sink</title> <para> Writing a videosink can be done using the <classname>GstVideoSink</classname> base-class, which derives from <classname>GstBaseSink</classname> internally. Currently, it does nothing yet but add another compile dependency, so derived classes will need to implement all base-sink virtual functions. When they do this correctly, this will have some positive effects on the end user experience with the videosink: </para> <itemizedlist> <listitem> <para> Because of preroll (and the <function>preroll ()</function> virtual function), it is possible to display a video frame already when going into the <classname>GST_STATE_PAUSED</classname> state. </para> </listitem> <listitem> <para> By adding new features to <classname>GstVideoSink</classname>, it will be possible to add extensions to videosinks that affect all of them, but only need to be coded once, which is a huge maintainance benefit. </para> </listitem> </itemizedlist> </sect2> </sect1> <sect1 id="section-base-src" xreflabel="Writing a source"> <title>Writing a source</title> <para> In the previous part, particularly <xref linkend="section-scheduling-randomxs"/>, we have learned that some types of elements can provide random access. This applies most definitely to source elements reading from a randomly seekable location, such as file sources. However, other source elements may be better described as a live source element, such as a camera source, an audio card source and such; those are not seekable and do not provide byte-exact access. For all such use cases, &GStreamer; provides two base classes: <classname>GstBaseSrc</classname> for the basic source functionality, and <classname>GstPushSrc</classname>, which is a non-byte exact source base-class. The pushsource base class itself derives from basesource as well, and thus all statements about the basesource apply to the pushsource, too. </para> <para> The basesrc class does several things automatically for derived classes, so they no longer have to worry about it: </para> <itemizedlist> <listitem> <para> Fixes to <classname>GstBaseSrc</classname> apply to all derived classes automatically. </para> </listitem> <listitem> <para> Automatic pad activation handling, and task-wrapping in case we get assigned to start a task ourselves. </para> </listitem> </itemizedlist> <para> The <classname>GstBaseSrc</classname> may not be suitable for all cases, though; it has limitations: </para> <itemizedlist> <listitem> <para> There is one and only one sourcepad. Source elements requiring multiple sourcepads cannot use this base-class. </para> </listitem> <listitem> <para> Since the base-class owns the pad and derived classes can only control it as far as the virtual functions allow, you are limited to the functionality provided by the virtual functions. If you need more, you cannot use this base-class. </para> </listitem> </itemizedlist> <para> It is possible to use special memory, such as X server memory pointers or <function>mmap ()</function>'ed memory areas, as data pointers in buffers returned from the <function>create()</function> virtual function. In almost all cases, you will want to subclass <classname>GstBuffer</classname> so that your own set of functions can be called when the buffer is destroyed. </para> <sect2 id="section-base-audiosrc" xreflabel="Writing an audio source"> <title>Writing an audio source</title> <para> An audio source is nothing more but a special case of a pushsource. Audio sources would be anything that reads audio, such as a source reading from a soundserver, a kernel interface (such as ALSA) or a test sound / signal generator. &GStreamer; provides two base classes, similar to the two audiosinks described in <xref linkend="section-base-audiosink"/>; one is ringbuffer-based, and requires the derived class to take care of its own scheduling, synchronization and such. The other is based on this <classname>GstBaseAudioSrc</classname> and is called <classname>GstAudioSrc</classname>, and provides a simple <function>open ()</function>, <function>close ()</function> and <function>read ()</function> interface, which is rather simple to implement and will suffice for most soundserver sources and audio interfaces (e.g. ALSA or OSS) out there. </para> <para> The <classname>GstAudioSrc</classname> base-class has several benefits for derived classes, on top of the benefits of the <classname>GstPushSrc</classname> base-class that it is based on: </para> <itemizedlist> <listitem> <para> Does syncronization and provides a clock. </para> </listitem> <listitem> <para> New features can be added to it and will apply to all derived classes automatically. </para> </listitem> </itemizedlist> </sect2> </sect1> <sect1 id="section-base-transform" xreflabel="Writing a transformation element"> <title>Writing a transformation element</title> <para> A third base-class that &GStreamer; provides is the <classname>GstBaseTransform</classname>. This is a base class for elements with one sourcepad and one sinkpad which act as a filter of some sort, such as volume changing, audio resampling, audio format conversion, and so on and so on. There is quite a lot of bookkeeping that such elements need to do in order for things such as buffer allocation forwarding, passthrough, in-place processing and such to all work correctly. This base class does all that for you, so that you just need to do the actual processing. </para> <para> Since the <classname>GstBaseTransform</classname> is based on the 1-to-1 model for filters, it may not apply well to elements such as decoders, which may have to parse properties from the stream. Also, it will not work for elements requiring more than one sourcepad or sinkpad. </para> </sect1> </chapter>