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Original commit message from CVS: * docs/manual/basics-helloworld.xml: Fix example for dmix (use audioconvert/audioscale).
203 lines
8.5 KiB
XML
203 lines
8.5 KiB
XML
<chapter id="chapter-helloworld">
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<title>Your first application</title>
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<para>
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This chapter will summarize everything you've learned in the previous
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chapters. It describes all aspects of a simple &GStreamer; application,
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including initializing libraries, creating elements, packing elements
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together in a pipeline and playing this pipeline. By doing all this,
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you will be able to build a simple Ogg/Vorbis audio player.
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</para>
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<sect1 id="section-helloworld">
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<title>Hello world</title>
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<para>
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We're going to create a simple first application, a simple Ogg/Vorbis
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command-line audio player. For this, we will use only standard
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&GStreamer; components. The player will read a file specified on
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the command-line. Let's get started!
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</para>
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<para>
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We've learned, in <xref linkend="chapter-init"/>, that the first thing
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to do in your application is to initialize &GStreamer; by calling
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<function>gst_init ()</function>. Also, make sure that the application
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includes <filename>gst/gst.h</filename> so all function names and
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objects are properly defined. Use <function>#include
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<gst/gst.h></function> to do that.
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</para>
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<para>
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Next, you'll want to create the different elements using
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<function>gst_element_factory_make ()</function>. For an Ogg/Vorbis
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audio player, we'll need a source element that reads files from a
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disk. &GStreamer; includes this element under the name
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<quote>filesrc</quote>. Next, we'll need something to parse the
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file and decoder it into raw audio. &GStreamer; has two elements
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for this: the first parses Ogg streams into elementary streams (video,
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audio) and is called <quote>oggdemux</quote>. The second is a Vorbis
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audio decoder, it's conveniently called <quote>vorbisdec</quote>.
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Since <quote>oggdemux</quote> creates dynamic pads for each elementary
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stream, you'll need to set a <quote>new-pad</quote> event handler
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on the <quote>oggdemux</quote> element, like you've learned in
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<xref linkend="section-pads-dynamic"/>, to link the Ogg parser and
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the Vorbis decoder elements together. At last, we'll also need an
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audio output element, we will use <quote>alsasink</quote>, which
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outputs sound to an ALSA audio device.
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</para>
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<para>
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The last thing left to do is to add all elements into a container
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element, a <classname>GstPipeline</classname>, and iterate this
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pipeline until we've played the whole song. We've previously
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learned how to add elements to a container bin in <xref
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linkend="chapter-bins"/>, and we've learned about element states
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in <xref linkend="section-elements-states"/>. We will use the function
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<function>gst_bin_sync_children_state ()</function> to synchronize
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the state of a bin on all of its contained children.
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</para>
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<para>
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Let's now add all the code together to get our very first audio
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player:
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</para>
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<programlisting>
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<!-- example-begin helloworld.c -->
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#include <gst/gst.h>
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/*
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* Global objects are usually a bad thing. For the purpose of this
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* example, we will use them, however.
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*/
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GstElement *pipeline, *source, *parser, *decoder, *conv, *scale, *sink;
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static void
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new_pad (GstElement *element,
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GstPad *pad,
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gpointer data)
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{
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/* We can now link this pad with the audio decoder and
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* add both decoder and audio output to the pipeline. */
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gst_pad_link (pad, gst_element_get_pad (decoder, "sink"));
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gst_bin_add_many (GST_BIN (pipeline), decoder, conv, scale, sink, NULL);
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/* This function synchronizes a bins state on all of its
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* contained children. */
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gst_bin_sync_children_state (GST_BIN (pipeline));
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}
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int
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main (int argc,
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char *argv[])
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{
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/* initialize GStreamer */
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gst_init (&argc, &argv);
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/* check input arguments */
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if (argc != 2) {
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g_print ("Usage: %s <Ogg/Vorbis filename>\n", argv[0]);
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return -1;
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}
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/* create elements */
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pipeline = gst_pipeline_new ("audio-player");
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source = gst_element_factory_make ("filesrc", "file-source");
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parser = gst_element_factory_make ("oggdemux", "ogg-parser");
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decoder = gst_element_factory_make ("vorbisdec", "vorbis-decoder");
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conv = gst_element_factory_make ("audioconvert", "conv");
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scale = gst_element_factory_make ("audioscale", "scale");
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sink = gst_element_factory_make ("alsasink", "alsa-output");
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/* set filename property on the file source */
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g_object_set (G_OBJECT (source), "location", argv[1], NULL);
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/* link together - note that we cannot link the parser and
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* decoder yet, becuse the parser uses dynamic pads. For that,
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* we set a new-pad signal handler. */
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gst_element_link (source, parser);
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gst_element_link_many (decoder, conv, scale, sink, NULL);
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g_signal_connect (parser, "new-pad", G_CALLBACK (new_pad), NULL);
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/* put all elements in a bin - or at least the ones we will use
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* instantly. */
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gst_bin_add_many (GST_BIN (pipeline), source, parser, NULL);
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/* Now set to playing and iterate. We will set the decoder and
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* audio output to ready so they initialize their memory already.
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* This will decrease the amount of time spent on linking these
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* elements when the Ogg parser emits the new-pad signal. */
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gst_element_set_state (decoder, GST_STATE_READY);
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gst_element_set_state (conv, GST_STATE_READY);
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gst_element_set_state (scale, GST_STATE_READY);
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gst_element_set_state (sink, GST_STATE_READY);
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gst_element_set_state (pipeline, GST_STATE_PLAYING);
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/* and now iterate - the rest will be automatic from here on.
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* When the file is finished, gst_bin_iterate () will return
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* FALSE, thereby terminating this loop. */
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while (gst_bin_iterate (GST_BIN (pipeline))) ;
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/* clean up nicely */
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gst_element_set_state (pipeline, GST_STATE_NULL);
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gst_object_unref (GST_OBJECT (pipeline));
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return 0;
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}
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<!-- example-end helloworld.c -->
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</programlisting>
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<!-- FIXME: this image needs updating -->
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<para>
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We now have created a complete pipeline. We can visualise the
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pipeline as follows:
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</para>
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<figure float="1" id="section-hello-img">
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<title>The "hello world" pipeline</title>
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<mediaobject>
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<imageobject>
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<imagedata fileref="images/hello-world.ℑ" format="&IMAGE;" />
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</imageobject>
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</mediaobject>
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</figure>
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</sect1>
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<sect1 id="section-helloworld-compilerun">
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<title>Compiling and Running helloworld.c</title>
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<para>
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To compile the helloworld example, use: <command>gcc -Wall
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$(pkg-config --cflags --libs gstreamer-&GST_MAJORMINOR;)
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helloworld.c -o helloworld</command>. &GStreamer; makes use of
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<command>pkg-config</command> to get compiler and linker flags
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needed to compile this application. If you're running a
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non-standard installation, make sure the
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<classname>PKG_CONFIG_PATH</classname> environment variable is
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set to the correct location (<filename>$libdir/pkgconfig</filename>).
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application against the uninstalled location.
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</para>
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<para>
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You can run this example application with <command>./helloworld
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file.ogg</command>. Substitute <filename>file.ogg</filename>
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with your favourite Ogg/Vorbis file.
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</para>
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</sect1>
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<sect1 id="section-hello-world-conclusion">
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<title>Conclusion</title>
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<para>
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This concludes our first example. As you see, setting up a pipeline
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is very low-level but powerful. You will see later in this manual how
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you can create a more powerful media player with even less effort
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using higher-level interfaces. We will discuss all that in <xref
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linkend="part-highlevel"/>. We will first, however, go more in-depth
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into more advanced &GStreamer; internals.
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</para>
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<para>
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It should be clear from the example that we can very easily replace
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the <quote>filesrc</quote> element with some other element that
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reads data from a network, or some other data source element that
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is better integrated with your desktop environment. Also, you can
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use other decoders and parsers to support other media types. You
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can use another audio sink if you're not running Linux, but Mac OS X,
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Windows or FreeBSD, or you can instead use a filesink to write audio
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files to disk instead of playing them back. By using an audio card
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source, you can even do audio capture instead of playback. All this
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shows the reusability of &GStreamer; elements, which is its greatest
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advantage.
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</para>
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</sect1>
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</chapter>
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