mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-10 19:31:12 +00:00
1c926934ab
Each page has one title and it looks better like that
201 lines
8.9 KiB
Markdown
201 lines
8.9 KiB
Markdown
---
|
|
title: Clocks and synchronization in GStreamer
|
|
...
|
|
|
|
# Clocks and synchronization in GStreamer
|
|
|
|
When playing complex media, each sound and video sample must be played
|
|
in a specific order at a specific time. For this purpose, GStreamer
|
|
provides a synchronization mechanism.
|
|
|
|
GStreamer provides support for the following use cases:
|
|
|
|
- Non-live sources with access faster than playback rate. This is the
|
|
case where one is reading media from a file and playing it back in a
|
|
synchronized fashion. In this case, multiple streams need to be
|
|
synchronized, like audio, video and subtitles.
|
|
|
|
- Capture and synchronized muxing/mixing of media from multiple live
|
|
sources. This is a typical use case where you record audio and video
|
|
from a microphone/camera and mux it into a file for storage.
|
|
|
|
- Streaming from (slow) network streams with buffering. This is the
|
|
typical web streaming case where you access content from a streaming
|
|
server with http.
|
|
|
|
- Capture from live source and and playback to live source with
|
|
configurable latency. This is used when, for example, capture from a
|
|
camera, apply an effect and display the result. It is also used when
|
|
streaming low latency content over a network with UDP.
|
|
|
|
- Simultaneous live capture and playback from prerecorded content.
|
|
This is used in audio recording cases where you play a previously
|
|
recorded audio and record new samples, the purpose is to have the
|
|
new audio perfectly in sync with the previously recorded data.
|
|
|
|
GStreamer uses a `GstClock` object, buffer timestamps and a SEGMENT
|
|
event to synchronize streams in a pipeline as we will see in the next
|
|
sections.
|
|
|
|
## Clock running-time
|
|
|
|
In a typical computer, there are many sources that can be used as a time
|
|
source, e.g., the system time, soundcards, CPU performance counters, ...
|
|
For this reason, there are many `GstClock` implementations available in
|
|
GStreamer. The clock time doesn't always start from 0 or from some known
|
|
value. Some clocks start counting from some known start date, other
|
|
clocks start counting since last reboot, etc...
|
|
|
|
A `GstClock` returns the **absolute-time** according to that clock with
|
|
`gst_clock_get_time ()`. The absolute-time (or clock time) of a clock is
|
|
monotonically increasing. From the absolute-time is a **running-time**
|
|
calculated, which is simply the difference between a previous snapshot
|
|
of the absolute-time called the **base-time**. So:
|
|
|
|
running-time = absolute-time - base-time
|
|
|
|
A GStreamer `GstPipeline` object maintains a `GstClock` object and a
|
|
base-time when it goes to the PLAYING state. The pipeline gives a handle
|
|
to the selected `GstClock` to each element in the pipeline along with
|
|
selected base-time. The pipeline will select a base-time in such a way
|
|
that the running-time reflects the total time spent in the PLAYING
|
|
state. As a result, when the pipeline is PAUSED, the running-time stands
|
|
still.
|
|
|
|
Because all objects in the pipeline have the same clock and base-time,
|
|
they can thus all calculate the running-time according to the pipeline
|
|
clock.
|
|
|
|
## Buffer running-time
|
|
|
|
To calculate a buffer running-time, we need a buffer timestamp and the
|
|
SEGMENT event that preceeded the buffer. First we can convert the
|
|
SEGMENT event into a `GstSegment` object and then we can use the
|
|
`gst_segment_to_running_time ()` function to perform the calculation of
|
|
the buffer running-time.
|
|
|
|
Synchronization is now a matter of making sure that a buffer with a
|
|
certain running-time is played when the clock reaches the same
|
|
running-time. Usually this task is done by sink elements. Sink also have
|
|
to take into account the latency configured in the pipeline and add this
|
|
to the buffer running-time before synchronizing to the pipeline clock.
|
|
|
|
Non-live sources timestamp buffers with a running-time starting from 0.
|
|
After a flushing seek, they will produce buffers again from a
|
|
running-time of 0.
|
|
|
|
Live sources need to timestamp buffers with a running-time matching the
|
|
pipeline running-time when the first byte of the buffer was captured.
|
|
|
|
## Buffer stream-time
|
|
|
|
The buffer stream-time, also known as the position in the stream, is
|
|
calculated from the buffer timestamps and the preceding SEGMENT event.
|
|
It represents the time inside the media as a value between 0 and the
|
|
total duration of the media.
|
|
|
|
The stream-time is used in:
|
|
|
|
- Report the current position in the stream with the POSITION query.
|
|
|
|
- The position used in the seek events and queries.
|
|
|
|
- The position used to synchronize controlled values.
|
|
|
|
The stream-time is never used to synchronize streams, this is only done
|
|
with the running-time.
|
|
|
|
## Time overview
|
|
|
|
Here is an overview of the various timelines used in GStreamer.
|
|
|
|
The image below represents the different times in the pipeline when
|
|
playing a 100ms sample and repeating the part between 50ms and 100ms.
|
|
|
|
![GStreamer clock and various times](images/clocks.png "fig:")
|
|
|
|
You can see how the running-time of a buffer always increments
|
|
monotonically along with the clock-time. Buffers are played when their
|
|
running-time is equal to the clock-time - base-time. The stream-time
|
|
represents the position in the stream and jumps backwards when
|
|
repeating.
|
|
|
|
## Clock providers
|
|
|
|
A clock provider is an element in the pipeline that can provide a
|
|
`GstClock` object. The clock object needs to report an absolute-time
|
|
that is monotonically increasing when the element is in the PLAYING
|
|
state. It is allowed to pause the clock while the element is PAUSED.
|
|
|
|
Clock providers exist because they play back media at some rate, and
|
|
this rate is not necessarily the same as the system clock rate. For
|
|
example, a soundcard may playback at 44,1 kHz, but that doesn't mean
|
|
that after *exactly* 1 second *according to the system clock*, the
|
|
soundcard has played back 44.100 samples. This is only true by
|
|
approximation. In fact, the audio device has an internal clock based on
|
|
the number of samples played that we can expose.
|
|
|
|
If an element with an internal clock needs to synchronize, it needs to
|
|
estimate when a time according to the pipeline clock will take place
|
|
according to the internal clock. To estimate this, it needs to slave its
|
|
clock to the pipeline clock.
|
|
|
|
If the pipeline clock is exactly the internal clock of an element, the
|
|
element can skip the slaving step and directly use the pipeline clock to
|
|
schedule playback. This can be both faster and more accurate. Therefore,
|
|
generally, elements with an internal clock like audio input or output
|
|
devices will be a clock provider for the pipeline.
|
|
|
|
When the pipeline goes to the PLAYING state, it will go over all
|
|
elements in the pipeline from sink to source and ask each element if
|
|
they can provide a clock. The last element that can provide a clock will
|
|
be used as the clock provider in the pipeline. This algorithm prefers a
|
|
clock from an audio sink in a typical playback pipeline and a clock from
|
|
source elements in a typical capture pipeline.
|
|
|
|
There exist some bus messages to let you know about the clock and clock
|
|
providers in the pipeline. You can see what clock is selected in the
|
|
pipeline by looking at the NEW\_CLOCK message on the bus. When a clock
|
|
provider is removed from the pipeline, a CLOCK\_LOST message is posted
|
|
and the application should go to PAUSED and back to PLAYING to select a
|
|
new clock.
|
|
|
|
## Latency
|
|
|
|
The latency is the time it takes for a sample captured at timestamp X to
|
|
reach the sink. This time is measured against the clock in the pipeline.
|
|
For pipelines where the only elements that synchronize against the clock
|
|
are the sinks, the latency is always 0 since no other element is
|
|
delaying the buffer.
|
|
|
|
For pipelines with live sources, a latency is introduced, mostly because
|
|
of the way a live source works. Consider an audio source, it will start
|
|
capturing the first sample at time 0. If the source pushes buffers with
|
|
44100 samples at a time at 44100Hz it will have collected the buffer at
|
|
second 1. Since the timestamp of the buffer is 0 and the time of the
|
|
clock is now \>= 1 second, the sink will drop this buffer because it is
|
|
too late. Without any latency compensation in the sink, all buffers will
|
|
be dropped.
|
|
|
|
### Latency compensation
|
|
|
|
Before the pipeline goes to the PLAYING state, it will, in addition to
|
|
selecting a clock and calculating a base-time, calculate the latency in
|
|
the pipeline. It does this by doing a LATENCY query on all the sinks in
|
|
the pipeline. The pipeline then selects the maximum latency in the
|
|
pipeline and configures this with a LATENCY event.
|
|
|
|
All sink elements will delay playback by the value in the LATENCY event.
|
|
Since all sinks delay with the same amount of time, they will be
|
|
relative in sync.
|
|
|
|
### Dynamic Latency
|
|
|
|
Adding/removing elements to/from a pipeline or changing element
|
|
properties can change the latency in a pipeline. An element can request
|
|
a latency change in the pipeline by posting a LATENCY message on the
|
|
bus. The application can then decide to query and redistribute a new
|
|
latency or not. Changing the latency in a pipeline might cause visual or
|
|
audible glitches and should therefore only be done by the application
|
|
when it is allowed.
|
|
|