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295 lines
12 KiB
XML
295 lines
12 KiB
XML
<chapter id="chapter-clocks">
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<title>Clocks and synchronization in &GStreamer;</title>
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<para>
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When playing complex media, each sound and video sample must be played in a
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specific order at a specific time. For this purpose, GStreamer provides a
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synchronization mechanism.
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</para>
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<para>
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&GStreamer; provides support for the following use cases:
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<itemizedlist>
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<listitem>
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<para>
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Non-live sources with access faster than playback rate. This is
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the case where one is reading media from a file and playing it
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back in a synchronized fashion. In this case, multiple streams need
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to be synchronized, like audio, video and subtitles.
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</para>
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</listitem>
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<listitem>
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<para>
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Capture and synchronized muxing/mixing of media from multiple live
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sources. This is a typical use case where you record audio and
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video from a microphone/camera and mux it into a file for
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storage.
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</para>
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</listitem>
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<listitem>
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<para>
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Streaming from (slow) network streams with buffering. This is the
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typical web streaming case where you access content from a streaming
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server with http.
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</para>
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</listitem>
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<listitem>
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<para>
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Capture from live source and and playback to live source with
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configurable latency. This is used when, for example, capture from
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a camera, apply an effect and display the result. It is also used
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when streaming low latency content over a network with UDP.
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</para>
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</listitem>
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<listitem>
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<para>
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Simultaneous live capture and playback from prerecorded content.
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This is used in audio recording cases where you play a previously
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recorded audio and record new samples, the purpose is to have the
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new audio perfectly in sync with the previously recorded data.
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</para>
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</listitem>
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</itemizedlist>
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</para>
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<para>
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&GStreamer; uses a <classname>GstClock</classname> object, buffer
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timestamps and a SEGMENT event to synchronize streams in a pipeline
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as we will see in the next sections.
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</para>
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<sect1 id="section-clock-time-types" xreflabel="Clock running-time">
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<title>Clock running-time </title>
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<para>
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In a typical computer, there are many sources that can be used as a
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time source, e.g., the system time, soundcards, CPU performance
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counters, ... For this reason, there are many
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<classname>GstClock</classname> implementations available in &GStreamer;.
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The clock time doesn't always start from 0 or from some known value.
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Some clocks start counting from some known start date, other clocks start
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counting since last reboot, etc...
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</para>
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<para>
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A <classname>GstClock</classname> returns the
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<emphasis role="strong">absolute-time</emphasis>
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according to that clock with <function>gst_clock_get_time ()</function>.
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The absolute-time (or clock time) of a clock is monotonically increasing.
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From the absolute-time is a <emphasis role="strong">running-time</emphasis>
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calculated, which is simply the difference between a previous snapshot
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of the absolute-time called the <emphasis role="strong">base-time</emphasis>.
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So:
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</para>
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<para>
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running-time = absolute-time - base-time
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</para>
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<para>
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A &GStreamer; <classname>GstPipeline</classname> object maintains a
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<classname>GstClock</classname> object and a base-time when it goes
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to the PLAYING state. The pipeline gives a handle to the selected
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<classname>GstClock</classname> to each element in the pipeline along
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with selected base-time. The pipeline will select a base-time in such
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a way that the running-time reflects the total time spent in the
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PLAYING state. As a result, when the pipeline is PAUSED, the
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running-time stands still.
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</para>
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<para>
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Because all objects in the pipeline have the same clock and base-time,
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they can thus all calculate the running-time according to the pipeline
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clock.
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</para>
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</sect1>
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<sect1 id="section-buffer-running-time" xreflabel="Buffer running-time">
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<title>Buffer running-time</title>
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<para>
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To calculate a buffer running-time, we need a buffer timestamp and
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the SEGMENT event that preceeded the buffer. First we can convert
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the SEGMENT event into a <classname>GstSegment</classname> object
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and then we can use the
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<function>gst_segment_to_running_time ()</function> function to
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perform the calculation of the buffer running-time.
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</para>
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<para>
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Synchronization is now a matter of making sure that a buffer with a
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certain running-time is played when the clock reaches the same
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running-time. Usually this task is done by sink elements. Sink also
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have to take into account the latency configured in the pipeline and
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add this to the buffer running-time before synchronizing to the
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pipeline clock.
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</para>
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<para>
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Non-live sources timestamp buffers with a running-time starting
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from 0. After a flushing seek, they will produce buffers again
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from a running-time of 0.
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</para>
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<para>
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Live sources need to timestamp buffers with a running-time matching
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the pipeline running-time when the first byte of the buffer was
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captured.
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</para>
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</sect1>
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<sect1 id="section-buffer-stream-time" xreflabel="Buffer stream-time">
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<title>Buffer stream-time</title>
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<para>
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The buffer stream-time, also known as the position in the stream,
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is calculated from the buffer timestamps and the preceding SEGMENT
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event. It represents the time inside the media as a value between
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0 and the total duration of the media.
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</para>
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<para>
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The stream-time is used in:
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<itemizedlist>
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<listitem>
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<para>
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Report the current position in the stream with the POSITION
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query.
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</para>
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</listitem>
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<listitem>
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<para>
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The position used in the seek events and queries.
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</para>
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</listitem>
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<listitem>
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<para>
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The position used to synchronize controlled values.
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</para>
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</listitem>
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</itemizedlist>
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</para>
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<para>
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The stream-time is never used to synchronize streams, this is only
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done with the running-time.
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</para>
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</sect1>
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<sect1 id="section-time-overview" xreflabel="Time overview">
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<title>Time overview</title>
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<para>
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Here is an overview of the various timelines used in &GStreamer;.
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</para>
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<para>
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The image below represents the different times in the pipeline when
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playing a 100ms sample and repeating the part between 50ms and
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100ms.
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</para>
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<figure float="1" id="chapter-clock-img">
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<title>&GStreamer; clock and various times</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/clocks.ℑ" format="&IMAGE;" />
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</imageobject>
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</mediaobject>
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</figure>
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<para>
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You can see how the running-time of a buffer always increments
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monotonically along with the clock-time. Buffers are played when their
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running-time is equal to the clock-time - base-time. The stream-time
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represents the position in the stream and jumps backwards when
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repeating.
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</para>
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</sect1>
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<sect1 id="section-clocks-providers">
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<title>Clock providers</title>
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<para>
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A clock provider is an element in the pipeline that can provide
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a <classname>GstClock</classname> object. The clock object needs to
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report an absoulute-time that is monotonocally increasing when the
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element is in the PLAYING state. It is allowed to pause the clock
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while the element is PAUSED.
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</para>
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<para>
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Clock providers exist because they play back media at some rate, and
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this rate is not necessarily the same as the system clock rate. For
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example, a soundcard may playback at 44,1 kHz, but that doesn't mean
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that after <emphasis>exactly</emphasis> 1 second <emphasis>according
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to the system clock</emphasis>, the soundcard has played back 44.100
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samples. This is only true by approximation. In fact, the audio
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device has an internal clock based on the number of samples played
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that we can expose.
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</para>
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<para>
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If an element with an internal clock needs to synchronize, it needs
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to estimate when a time according to the pipeline clock will take
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place according to the internal clock. To estimate this, it needs
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to slave its clock to the pipeline clock.
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</para>
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<para>
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If the pipeline clock is exactly the internal clock of an element,
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the element can skip the slaving step and directly use the pipeline
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clock to schedule playback. This can be both faster and more
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accurate.
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Therefore, generally, elements with an internal clock like audio
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input or output devices will be a clock provider for the pipeline.
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</para>
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<para>
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When the pipeline goes to the PLAYING state, it will go over all
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elements in the pipeline from sink to source and ask each element
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if they can provide a clock. The last element that can provide a
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clock will be used as the clock provider in the pipeline.
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This algorithm prefers a clock from an audio sink in a typical
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playback pipeline and a clock from source elements in a typical
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capture pipeline.
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</para>
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<para>
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There exist some bus messages to let you know about the clock and
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clock providers in the pipeline. You can see what clock is selected
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in the pipeline by looking at the NEW_CLOCK message on the bus.
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When a clock provider is removed from the pipeline, a CLOCK_LOST
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message is posted and the application should go to PAUSED and back
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to PLAYING to select a new clock.
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</para>
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</sect1>
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<sect1 id="section-clocks-latency">
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<title>Latency</title>
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<para>
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The latency is the time it takes for a sample captured at timestamp X
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to reach the sink. This time is measured against the clock in the
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pipeline. For pipelines where the only elements that synchronize against
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the clock are the sinks, the latency is always 0 since no other element
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is delaying the buffer.
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</para>
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<para>
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For pipelines with live sources, a latency is introduced, mostly because
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of the way a live source works. Consider an audio source, it will start
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capturing the first sample at time 0. If the source pushes buffers with
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44100 samples at a time at 44100Hz it will have collected the buffer at
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second 1. Since the timestamp of the buffer is 0 and the time of the
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clock is now >= 1 second, the sink will drop this buffer because it is
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too late. Without any latency compensation in the sink, all buffers will
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be dropped.
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</para>
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<sect2 id="section-latency-compensation">
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<title>Latency compensation</title>
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<para>
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Before the pipeline goes to the PLAYING state, it will, in addition to
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selecting a clock and calculating a base-time, calculate the latency
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in the pipeline. It does this by doing a LATENCY query on all the sinks
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in the pipeline. The pipeline then selects the maximum latency in the
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pipeline and configures this with a LATENCY event.
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</para>
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<para>
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All sink elements will delay playback by the value in the LATENCY event.
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Since all sinks delay with the same amount of time, they will be
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relative in sync.
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</para>
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</sect2>
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<sect2 id="section-latency-dynamic">
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<title>Dynamic Latency</title>
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<para>
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Adding/removing elements to/from a pipeline or changing element
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properties can change the latency in a pipeline. An element can
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request a latency change in the pipeline by posting a LATENCY
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message on the bus. The application can then decide to query and
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redistribute a new latency or not. Changing the latency in a
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pipeline might cause visual or audible glitches and should
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therefore only be done by the application when it is allowed.
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</para>
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</sect2>
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</sect1>
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</chapter>
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