Basic Concepts
This chapter of the guide introduces the basic concepts of &GStreamer;.
Understanding these concepts will help you grok the issues involved in
extending &GStreamer;. Many of these concepts are explained in greater
detail in the &GstAppDevMan;; the basic concepts presented here serve mainly
to refresh your memory.
Elements and Plugins
Elements are at the core of &GStreamer;. In the context of plugin
development, an element is an object derived from the
GstElement class. Elements provide some sort of
functionality when linked with other elements: For example, a source
element provides data to a stream, and a filter element acts on the data
in a stream. Without elements, &GStreamer; is just a bunch of conceptual
pipe fittings with nothing to link. A large number of elements ship
with &GStreamer;, but extra elements can also be written.
Just writing a new element is not entirely enough, however: You will need
to encapsulate your element in a plugin to enable
&GStreamer; to use it. A plugin is essentially a loadable block of code,
usually called a shared object file or a dynamically linked library. A
single plugin may contain the implementation of several elements, or just
a single one. For simplicity, this guide concentrates primarily on plugins
containing one element.
A filter is an important type of element that
processes a stream of data. Producers and consumers of data are called
source and sink elements,
respectively. Elements that link other elements together are called
autoplugger elements, and a bin
element contains other elements. Bins are often responsible for scheduling
the elements that they contain so that data flows smoothly.
The plugin mechanism is used everywhere in &GStreamer;, even if only the
standard package is being used. A few very basic functions reside in the
core library, and all others are implemented in plugins. A plugin registry
is used to store the details of the plugins in an XML file. This way, a
program using &GStreamer; does not have to load all plugins to determine
which are needed. Plugins are only loaded when their provided elements are
requested.
See the &GstLibRef; for the current implementation details of GstElement
and GstPlugin.
Pads
Pads are used to negotiate links and data flow
between elements in &GStreamer;. A pad can be viewed as a
place
or port
on an element where
links may be made with other elements. Pads have specific data
handling capabilities: A pad only knows how to give or receive certain
types of data. Links are only allowed when the capabilities of two
pads are compatible.
An analogy may be helpful here. A pad is similar to a plug or jack on a
physical device. Consider, for example, a home theater system consisting
of an amplifier, a DVD player, and a (silent) video projector. Linking
the DVD player to the amplifier is allowed because both devices have audio
jacks, and linking the projector to the DVD player is allowed because
both devices have compatible video jacks. Links between the
projector and the amplifier may not be made because the projector and
amplifier have different types of jacks. Pads in &GStreamer; serve the
same purpose as the jacks in the home theater system.
For the moment, all data in &GStreamer; flows one way through a link
between elements. Data flows out of one element through one or more
source pads, and elements accept incoming data through
one or more sink pads. Source and sink elements have
only source and sink pads, respectively.
See the &GstLibRef; for the current implementation details of a GstPad.
Buffers
All streams of data in &GStreamer; are chopped up into chunks that are
passed from a source pad on one element to a sink pad on another element.
Buffers are structures used to hold these chunks of
data. Buffers can be of any size, theoretically, and they may contain any
sort of data that the two linked pads know how to handle. Normally, a
buffer contains a chunk of some sort of audio or video data that flows
from one element to another.
Buffers also contain metadata describing the buffer's contents. Some of
the important types of metadata are:
A pointer to the buffer's data.
An integer indicating the size of the buffer's data.
A GstData object describing the type of the
buffer's data.
A reference count indicating the number of elements currently
holding a reference to the buffer. When the buffer reference count
falls to zero, the buffer will be unlinked, and its memory will be
freed in some sense (see below for more details).
See the &GstLibRef; for the current implementation details of a GstBuffer.
Buffer Allocation and Buffer Pools
Buffers can be allocated using various schemes, and they may either be
passed on by an element or unreferenced, thus freeing the memory used by
the buffer. Buffer allocation and unlinking are important concepts when
dealing with real time media processing, since memory allocation is
relatively slow on most systems.
To improve the latency in a media pipeline, many &GStreamer; elements
use a buffer pool to handle buffer allocation and
unlinking. A buffer pool is a relatively large chunk of memory that is
the &GStreamer; process requests early on from the operating system.
Later, when elements request memory for a new buffer, the buffer pool
can serve the request quickly by giving out a piece of the allocated
memory. This saves a call to the operating system and lowers latency.
[If it seems at this point like &GStreamer; is acting like an operating
system (doing memory management, etc.), don't worry: &GStreamer;OS isn't
due out for quite a few years!]
Normally in a media pipeline, most filter elements in &GStreamer; deal
with a buffer in place, meaning that they do not create or destroy
buffers. Sometimes, however, elements might need to alter the reference
count of a buffer, either by copying or destroying the buffer, or by
creating a new buffer. These topics are generally reserved for
non-filter elements, so they will be addressed at that point.
Types and Properties
&GStreamer; uses a type system to ensure that the data passed between
elements is in a recognized format. The type system is also important for
ensuring that the parameters required to fully specify a format match up
correctly when linking pads between elements. Each link that is
made between elements has a specified type.
The Basic Types
&GStreamer; already supports many basic media types. Following is a
table of the basic types used for buffers in &GStreamer;. The table
contains the name ("mime type") and a description of the type, the
properties associated with the type, and the meaning of each property.
Table of Basic Types
Mime Type
Description
Property
Property Type
Property Values
Property Description
audio/raw
Unstructured and uncompressed raw audio data.
rate
integer
greater than 0
The sample rate of the data, in samples per second.
channels
integer
greater than 0
The number of channels of audio data.
format
string
int
or float
The format in which the audio data is passed.
law
integer
0, 1, or 2
(Valid only if the data is in integer format.) The law used to
describe the data. The value 0 indicates linear
, 1
indicates mu law
, and 2 indicates
A law
.
endianness
boolean
0 or 1
(Valid only if the data is in integer format.) The order of bytes
in a sample. The value 0 means little-endian
(bytes
are least significant first). The value 1 means
big-endian
(most significant byte first).
signed
boolean
0 or 1
(Valid only if the data is in integer format.) Whether the samples
are signed or not.
width
integer
greater than 0
(Valid only if the data is in integer format.) The number of bits
per sample.
depth
integer
greater than 0
(Valid only if the data is in integer format.) The number of bits
used per sample. This must be less than or equal to the width: If
the depth is less than the width, the low bits are assumed to be
the ones used. For example, a width of 32 and a depth of 24 means
that each sample is stored in a 32 bit word, but only the low 24
bits are actually used.
layout
string
gfloat
(Valid only if the data is in float format.) A string representing
the way in which the floating point data is represented.
intercept
float
any, normally 0
(Valid only if the data is in float format.) A floating point
value representing the value that the signal
centers
on.
slope
float
any, normally 1.0
(Valid only if the data is in float format.) A floating point
value representing how far the signal deviates from the intercept.
A slope of 1.0 and an intercept of 0.0 would mean an audio signal
with minimum and maximum values of -1.0 and 1.0. A slope of
0.5 and intercept of 0.5 would represent values in the range 0.0
to 1.0.
audio/mp3
Audio data compressed using the mp3 encoding scheme.
framed
boolean
0 or 1
A true value indicates that each buffer contains exactly one
frame. A false value indicates that frames and buffers do not
necessarily match up.
layer
integer
1, 2, or 3
The compression scheme layer used to compress the data.
bitrate
integer
greater than 0
The bitrate, in kilobits per second. For VBR (variable bitrate)
mp3 data, this is the average bitrate.
channels
integer
greater than 0
The number of channels of audio data present.
joint-stereo
boolean
0 or 1
If true, this implies that stereo data is stored as a combined
signal and the difference between the signals, rather than as two
entirely separate signals. If true, the channels
attribute must not be zero.
audio/x-ogg
Audio data compressed using the Ogg Vorbis encoding scheme.
FIXME: There are currently no parameters defined for this type.
video/raw
Raw video data.
fourcc
FOURCC code
A FOURCC code identifying the format in which this data is stored.
FOURCC (Four Character Code) is a simple system to allow
unambiguous identification of a video datastream format. See
http://www.webartz.com/fourcc/
width
integer
greater than 0
The number of pixels wide that each video frame is.
height
integer
greater than 0
The number of pixels high that each video frame is.
video/mpeg
Video data compressed using an MPEG encoding scheme.
FIXME: There are currently no parameters defined for this type.
video/avi
Video data compressed using the AVI encoding scheme.
FIXME: There are currently no parameters defined for this type.
Events
Sometimes elements in a media processing pipeline need to know that
something has happened. An event is a special type of
data in &GStreamer; designed to serve this purpose. Events describe some
sort of activity that has happened somewhere in an element's pipeline, for
example, the end of the media stream or a clock discontinuity. Just like
any other data type, an event comes to an element on a sink pad and is
contained in a normal buffer. Unlike normal stream buffers, though, an
event buffer contains only an event, not any media stream data.
See the &GstLibRef; for the current implementation details of a GstEvent.