Scheduling: - remove loop/get/chain from GstElement and add a "iterate" method. The iterate method is called with the event (or events) that triggered it, performs some action, and resets the events (file descriptors becoming readable, semaphores, pads becoming readable or writable, or a time occurs). - Add GstLoopElement, GstChainElement, etc. for compatibility. - Remove existing state handling and create 2 states, "playing" and "stopped". "playing" means that the iterate() method of the element may be called, that is, the element is allowed to move buffers, negotiate, etc. "stopped" means that no gstreamer-ish things happen to an element, only gobject-ish. A separate reset() method will handle the difference between READY and NULL. - Add a flag "ready" to GstElement that is under the control of the element. If the element is ready to stream, it sets this flag, and the entire pipeline starts streaming. (This is basically the difference between PAUSED and PLAYING.) For example, osssink won't set the ready flag until the device is opened and there is a buffer available to write to the device. - Scheduling of elements and movement of buffers will be timed by clocks. Example: Pipeline: sinesrc ! osssink - The application creates the pipeline and sets it to "playing". - The clock is created and set to "paused". - sinesrc.iterate() decides to watch for the event "src pad negotiation" and sets the available caps on the pad. - osssink.iterate() opens device, determines available caps, and sets the available caps on the pad. Then it decides to wait for "sink pad negotiation". - The scheduler realizes that the two elements are waiting for negotiation, so it negotiates the link. - sinesrc.iterate() sets the "ready" flag (because it needs no more preparation to stream) and decides to watch for the event "src pad ready to accept buffer". - osssink.iterate() decides to watch for the event "sink pad has available buffer". - The scheduler realizes that sinesrc.srcpad is now ready, so it calls sinesrc.iterate() - sinesrc.iterate() creates a buffer and pushes it, and decides to wait for the same event. - The scheduler realizes that osssink.sinkpad now has a buffer, so it calls osssink.iterate(). - osssink.iterate() is now ready to stream, so it sets the "ready" flag and waits for "time 0". - The pipeline is now completely ready, so the clock may be started. A signal is fired to let the application know this (and possibly change the default behavior). - The clock starts with the time 0. The scheduler realizes this, and decides to schedule osssink. - osssink.iterate() is called, and writes the buffer to the device. This starts the clock counting. (Actually, the buffer could be written by the clock code, since presumably the clock is related to osssink.) iterate() then waits for "sink pad has available buffer". We're now basically in streaming mode. A streaming cycle: - osssink.iterate() decides the audio output buffer is full enough, so it waits for "time X", where X is the time when the output buffer will be below some threshold. - osssink.iterate() waits for "sink pad has available buffer" - sinesrc.iterate() creates and pushes a buffer, then waits for "src pad ready". Further ideas: - osssink can set a hard deadline time, which means that if it is not scheduled before that time, you'll get a skip. Skipping involves setting osssink to "not ready" and pauses the clock. Then the scheduler needs to go through the same process as above to start the clock. - As a shortcut, osssink can say "I need a buffer on the sinkpad at time X". This information can be passed upstream, and be used in filters -- filter.sinkpad says "I need a buffer at time X-N", where N is the latency of the filter.