Preface
What is &GStreamer;?
&GStreamer; is a framework for creating streaming media applications.
The fundamental design comes from the video pipeline at Oregon Graduate
Institute, as well as some ideas from DirectShow.
&GStreamer;'s development framework makes it possible to write any
type of streaming multimedia application. The &GStreamer; framework
is designed to make it easy to write applications that handle audio
or video or both. It isn't restricted to audio and video, and can
process any kind of data flow.
The pipeline design is made to have little overhead above what the
applied filters induce. This makes &GStreamer; a good framework for
designing even high-end audio applications which put high demands on
latency or performance.
One of the most obvious uses of &GStreamer; is using it to build
a media player. &GStreamer; already includes components for building a
media player that can support a very wide variety of formats, including
MP3, Ogg/Vorbis, MPEG-1/2, AVI, Quicktime, mod, and more. &GStreamer;,
however, is much more than just another media player. Its main advantages
are that the pluggable components can be mixed and matched into arbitrary
pipelines so that it's possible to write a full-fledged video or audio
editing application.
The framework is based on plugins that will provide the various codec
and other functionality. The plugins can be linked and arranged in
a pipeline. This pipeline defines the flow of the data.
The &GStreamer; core function is to provide a framework for plugins,
data flow, synchronization and media type handling/negotiation. It
also provides an API to write applications using the various plugins.
Who Should Read This Guide?
This guide explains how to write new modules for &GStreamer;. The guide is
relevant to several groups of people:
Anyone who wants to add support for new ways of processing data in
&GStreamer;. For example, a person in this group might want to create
a new data format converter, a new visualization tool, or a new
decoder or encoder.
Anyone who wants to add support for new input and output devices. For
example, people in this group might want to add the ability to write
to a new video output system or read data from a digital camera or
special microphone.
Anyone who wants to extend &GStreamer; in any way. You need to have an
understanding of how the plugin system works before you can understand
the constraints that the plugin system places on the rest of the code.
Also, you might be surprised after reading this at how much can be
done with plugins.
This guide is not relevant to you if you only want to use the existing
functionality of &GStreamer;, or if you just want to use an application
that uses &GStreamer;. If you are only interested in using existing
plugins to write a new application - and there are quite a lot of
plugins already - you might want to check the &GstAppDevMan;. If you
are just trying to get help with a &GStreamer; application, then you
should check with the user manual for that particular application.
Preliminary Reading
This guide assumes that you are somewhat familiar with the basic workings
of &GStreamer;. For a gentle introduction to programming concepts in
&GStreamer;, you may wish to read the &GstAppDevMan; first.
Also check out the other documentation available on the &GStreamer; web site.
In order to understand this manual, you will need to have a basic
understanding of the C language.
Since &GStreamer; adheres to the GObject programming model, this guide
also assumes that you understand the basics of GObject
programming.
You may also want to have a look
at Eric Harlow's book Developing Linux Applications with
GTK+ and GDK.
Structure of This Guide
To help you navigate through this guide, it is divided into several large
parts. Each part addresses a particular broad topic concerning &GStreamer;
plugin development. The parts of this guide are laid out in the following
order:
-
Introduction to the structure of a plugin, using an example audio
filter for illustration.
This part covers all the basic steps you generally need to perform
to build a plugin, such as registering the element with &GStreamer;
and setting up the basics so it can receive data from and send data
to neighbour elements. The discussion begins by giving examples of
generating the basic structures and registering an element in
. Then, you will learn how
to write the code to get a basic filter plugin working in , and .
After that, we will show some of the GObject concepts on how to
make an element configurable for applications and how to do
application-element interaction in
and . Next, you will learn to build
a quick test application to test all that you've just learned in
. We will just touch upon
basics here. For full-blown application development, you should
look at the
Application Development Manual.
-
Information on advanced features of &GStreamer; plugin development.
After learning about the basic steps, you should be able to create a
functional audio or video filter plugin with some nice features.
However, &GStreamer; offers more for plugin writers. This part of the
guide includes chapters on more advanced topics, such as scheduling,
media type definitions in &GStreamer;, clocks, interfaces and
tagging. Since these features are purpose-specific, you can read them
in any order, most of them don't require knowledge from other
sections.
The first chapter, named ,
will explain some of the basics of element scheduling. It is not
very in-depth, but is mostly some sort of an introduction on why
other things work as they do. Read this chapter if you're interested
in &GStreamer; internals. Next, we will apply this knowledge and
discuss another type of data transmission than what you learned in
: . Loop-based elements will give
you more control over input rate. This is useful when writing, for
example, muxers or demuxers.
Next, we will discuss media identification in &GStreamer; in . You will learn how to define
new media types and get to know a list of standard media types
defined in &GStreamer;.
In the next chapter, you will learn the concept of request- and
sometimes-pads, which are pads that are created dynamically, either
because the application asked for it (request) or because the media
stream requires it (sometimes). This will be in .
The next chapter, , will
explain the concept of clocks in &GStreamer;. You need this
information when you want to know how elements should achieve
audio/video synchronization.
The next few chapters will discuss advanced ways of doing
application-element interaction. Previously, we learned on the
GObject-ways of doing this in
and . We will discuss
dynamic parameters, which are a way of defining element behaviour
over time in advance, in . Next,
you will learn about interfaces in . Interfaces are very target-
specific ways of application-element interaction, based on GObject's
GInterface. Lastly, you will learn about how metadata is handled in
&GStreamer; in .
The last chapter, , will
discuss the concept of events in &GStreamer;. Events are, on the
one hand, another way of doing application-element interaction. It
takes care of seeking, for example. On the other hand, it is also
a way in which elements interact with each other, such as letting
each other know about media stream discontinuities, forwarding tags
inside a pipeline and so on.
- Explanation
of writing other plugin types.
Because the first two parts of the guide use an audio filter as an
example, the concepts introduced apply to filter plugins. But many of
the concepts apply equally to other plugin types, including sources,
sinks, and autopluggers. This part of the guide presents the issues
that arise when working on these more specialized plugin types. The
chapter starts with a special focus on elements that can be written
using a base-class (), and
later also goes into writing special types of elements in
, and .
- Further
information for plugin developers.
The appendices contain some information that stubbornly refuses
to fit cleanly in other sections of the guide. Most of this section
is not yet finished.
The remainder of this introductory part of the guide presents a short
overview of the basic concepts involved in &GStreamer; plugin development.
Topics covered include , , and
. If you are already familiar with
this information, you can use this short overview to refresh your memory,
or you can skip to .
As you can see, there a lot to learn, so let's get started!
Creating compound and complex elements by extending from a GstBin.
This will allow you to create plugins that have other plugins embedded
in them.
Adding new media types to the registry along with typedetect functions.
This will allow your plugin to operate on a completely new media type.