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327 lines
14 KiB
XML
327 lines
14 KiB
XML
<chapter id="chapter-other-base" xreflabel="Pre-made base classes">
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<title>Pre-made base classes</title>
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<para>
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So far, we've been looking at low-level concepts of creating any type of
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&GStreamer; element. Now, let's assume that all you want is to create an
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simple audiosink that works exactly the same as, say,
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<quote>esdsink</quote>, or a filter that simply normalizes audio volume.
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Such elements are very general in concept and since they do nothing
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special, they should be easier to code than to provide your own scheduler
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activation functions and doing complex caps negotiation. For this purpose,
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&GStreamer; provides base classes that simplify some types of elements.
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Those base classes will be discussed in this chapter.
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</para>
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<sect1 id="section-base-sink" xreflabel="Writing a sink">
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<title>Writing a sink</title>
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<para>
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Sinks are special elements in &GStreamer;. This is because sink elements
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have to take care of <emphasis>preroll</emphasis>, which is the process
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that takes care that elements going into the
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<classname>GST_STATE_PAUSED</classname> state will have buffers ready
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after the state change. The result of this is that such elements can
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start processing data immediately after going into the
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<classname>GST_STATE_PLAYING</classname> state, without requiring to
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take some time to initialize outputs or set up decoders; all that is done
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already before the state-change to <classname>GST_STATE_PAUSED</classname>
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successfully completes.
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</para>
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<para>
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Preroll, however, is a complex process that would require the same
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code in many elements. Therefore, sink elements can derive from the
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<classname>GstBaseSink</classname> base-class, which does preroll and
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a few other utility functions automatically. The derived class only
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needs to implement a bunch of virtual functions and will work
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automatically.
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</para>
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<para>
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The <classname>GstBaseSink</classname> base-class specifies some
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limitations on elements, though:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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It requires that the sink only has one sinkpad. Sink elements that
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need more than one sinkpad, cannot use this base-class.
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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 base-class owns the pad, and specifies caps negotiation, data
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handling, pad allocation and such functions. If you need more than
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the ones provided as virtual functions, then you cannot use this
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base-class.
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</para>
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</listitem>
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<listitem>
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<para>
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By implementing the <function>pad_allocate ()</function> function,
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it is possible for upstream elements to use special memory, such
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as memory on the X server side that only the sink can allocate, or
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even hardware memory <function>mmap ()</function>'ed from the kernel.
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Note that in almost all cases, you will want to subclass the
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<classname>GstBuffer</classname> object, so that your own set of
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functions will be called when the buffer loses its last reference.
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</para>
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</listitem>
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</itemizedlist>
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<para>
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Sink elements can derive from <classname>GstBaseSink</classname> using
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the usual <classname>GObject</classname> convenience macro
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<function>G_DEFINE_TYPE ()</function>:
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</para>
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<programlisting>
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G_DEFINE_TYPE (GstMySink, gst_my_sink, GST_TYPE_BASE_SINK);
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[..]
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static void
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gst_my_sink_class_init (GstMySinkClass * klass)
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{
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klass->set_caps = [..];
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klass->render = [..];
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[..]
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}
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</programlisting>
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<para>
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The advantages of deriving from <classname>GstBaseSink</classname> are
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numerous:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Derived implementations barely need to be aware of preroll, and do
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not need to know anything about the technical implementation
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requirements of preroll. The base-class does all the hard work.
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</para>
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<para>
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Less code to write in the derived class, shared code (and thus
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shared bugfixes).
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</para>
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</listitem>
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</itemizedlist>
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<para>
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There are also specialized base classes for audio and video, let's look
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at those a bit.
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</para>
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<sect2 id="section-base-audiosink" xreflabel="Writing an audio sink">
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<title>Writing an audio sink</title>
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<para>
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Essentially, audio sink implementations are just a special case of a
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general sink. There are two audio base classes that you can choose to
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derive from, depending on your needs:
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<classname>GstBaseAudiosink</classname> and
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<classname>GstAudioSink</classname>. The baseaudiosink provides full
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control over how synchronization and scheduling is handled, by using
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a ringbuffer that the derived class controls and provides. The
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audiosink base-class is a derived class of the baseaudiosink,
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implementing a standard ringbuffer implementing default
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synchronization and providing a standard audio-sample clock. Derived
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classes of this base class merely need to provide a <function>_open
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()</function>, <function>_close ()</function> and a <function>_write
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()</function> function implementation, and some optional functions.
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This should suffice for many sound-server output elements and even
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most interfaces. More demanding audio systems, such as Jack, would
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want to implement the <classname>GstBaseAudioSink</classname>
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base-class.
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</para>
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<para>
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The <classname>GstBaseAusioSink</classname> has little to no
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limitations and should fit virtually every implementation, but is
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hard to implement. The <classname>GstAudioSink</classname>, on the
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other hand, only fits those systems with a simple <function>open
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()</function> / <function>close ()</function> / <function>write
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()</function> API (which practically means pretty much all of them),
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but has the advantage that it is a lot easier to implement. The
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benefits of this second base class are large:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Automatic synchronization, without any code in the derived class.
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</para>
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</listitem>
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<listitem>
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<para>
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Also automatically provides a clock, so that other sinks (e.g. in
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case of audio/video playback) are synchronized.
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</para>
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</listitem>
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<listitem>
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<para>
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Features can be added to all audiosinks by making a change in the
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base class, which makes maintenance easy.
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</para>
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</listitem>
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<listitem>
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<para>
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Derived classes require only three small functions, plus some
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<classname>GObject</classname> boilerplate code.
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</para>
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</listitem>
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</itemizedlist>
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<para>
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In addition to implementing the audio base-class virtual functions,
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derived classes can (should) also implement the
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<classname>GstBaseSink</classname> <function>set_caps ()</function> and
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<function>get_caps ()</function> virtual functions for negotiation.
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</para>
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</sect2>
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<sect2 id="section-base-videosink" xreflabel="Writing a general sink">
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<title>Writing a video sink</title>
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<para>
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Writing a videosink can be done using the
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<classname>GstVideoSink</classname> base-class, which derives from
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<classname>GstBaseSink</classname> internally. Currently, it does
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nothing yet but add another compile dependency, so derived classes
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will need to implement all base-sink virtual functions. When they do
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this correctly, this will have some positive effects on the end user
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experience with the videosink:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Because of preroll (and the <function>preroll ()</function> virtual
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function), it is possible to display a video frame already when
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going into the <classname>GST_STATE_PAUSED</classname> state.
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</para>
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</listitem>
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<listitem>
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<para>
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By adding new features to <classname>GstVideoSink</classname>, it
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will be possible to add extensions to videosinks that affect all of
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them, but only need to be coded once, which is a huge maintenance
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benefit.
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</para>
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</listitem>
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</itemizedlist>
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</sect2>
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</sect1>
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<sect1 id="section-base-src" xreflabel="Writing a source">
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<title>Writing a source</title>
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<para>
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In the previous part, particularly <xref
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linkend="section-scheduling-randomxs"/>, we have learned that some types
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of elements can provide random access. This applies most definitely to
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source elements reading from a randomly seekable location, such as file
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sources. However, other source elements may be better described as a
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live source element, such as a camera source, an audio card source and
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such; those are not seekable and do not provide byte-exact access. For
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all such use cases, &GStreamer; provides two base classes:
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<classname>GstBaseSrc</classname> for the basic source functionality, and
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<classname>GstPushSrc</classname>, which is a non-byte exact source
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base-class. The pushsource base class itself derives from basesource as
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well, and thus all statements about the basesource apply to the
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pushsource, too.
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</para>
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<para>
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The basesrc class does several things automatically for derived classes,
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so they no longer have to worry about it:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Fixes to <classname>GstBaseSrc</classname> apply to all derived
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classes automatically.
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</para>
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</listitem>
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<listitem>
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<para>
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Automatic pad activation handling, and task-wrapping in case we get
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assigned to start a task ourselves.
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</para>
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</listitem>
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</itemizedlist>
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<para>
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The <classname>GstBaseSrc</classname> may not be suitable for all cases,
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though; it has limitations:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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There is one and only one sourcepad. Source elements requiring
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multiple sourcepads cannot use this base-class.
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</para>
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</listitem>
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<listitem>
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<para>
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Since the base-class owns the pad and derived classes can only
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control it as far as the virtual functions allow, you are limited
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to the functionality provided by the virtual functions. If you need
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more, you cannot use this base-class.
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</para>
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</listitem>
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</itemizedlist>
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<para>
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It is possible to use special memory, such as X server memory pointers
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or <function>mmap ()</function>'ed memory areas, as data pointers in
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buffers returned from the <function>create()</function> virtual function.
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In almost all cases, you will want to subclass
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<classname>GstBuffer</classname> so that your own set of functions can
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be called when the buffer is destroyed.
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</para>
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<sect2 id="section-base-audiosrc" xreflabel="Writing an audio source">
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<title>Writing an audio source</title>
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<para>
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An audio source is nothing more but a special case of a pushsource.
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Audio sources would be anything that reads audio, such as a source
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reading from a soundserver, a kernel interface (such as ALSA) or a
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test sound / signal generator. &GStreamer; provides two base classes,
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similar to the two audiosinks described in <xref
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linkend="section-base-audiosink"/>; one is ringbuffer-based, and
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requires the derived class to take care of its own scheduling,
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synchronization and such. The other is based on this
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<classname>GstBaseAudioSrc</classname> and is called
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<classname>GstAudioSrc</classname>, and provides a simple
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<function>open ()</function>, <function>close ()</function> and
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<function>read ()</function> interface, which is rather simple to
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implement and will suffice for most soundserver sources and audio
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interfaces (e.g. ALSA or OSS) out there.
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</para>
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<para>
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The <classname>GstAudioSrc</classname> base-class has several benefits
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for derived classes, on top of the benefits of the
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<classname>GstPushSrc</classname> base-class that it is based on:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Does syncronization and provides a clock.
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</para>
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</listitem>
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<listitem>
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<para>
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New features can be added to it and will apply to all derived
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classes automatically.
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</para>
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</listitem>
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</itemizedlist>
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</sect2>
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</sect1>
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<sect1 id="section-base-transform"
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xreflabel="Writing a transformation element">
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<title>Writing a transformation element</title>
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<para>
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A third base-class that &GStreamer; provides is the
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<classname>GstBaseTransform</classname>. This is a base class for
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elements with one sourcepad and one sinkpad which act as a filter
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of some sort, such as volume changing, audio resampling, audio format
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conversion, and so on and so on. There is quite a lot of bookkeeping
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that such elements need to do in order for things such as buffer
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allocation forwarding, passthrough, in-place processing and such to all
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work correctly. This base class does all that for you, so that you just
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need to do the actual processing.
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</para>
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<para>
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Since the <classname>GstBaseTransform</classname> is based on the 1-to-1
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model for filters, it may not apply well to elements such as decoders,
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which may have to parse properties from the stream. Also, it will not
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work for elements requiring more than one sourcepad or sinkpad.
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</para>
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</sect1>
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</chapter>
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