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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.1, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page phonon-overview.html
+ \title Phonon Overview
+ \ingroup frameworks-technologies
+
+ \tableofcontents
+
+ \section1 Introduction
+
+ Qt uses the Phonon multimedia framework to provide functionality
+ for playback of the most common multimedia formats. The media can
+ be read from files or streamed over a network, using a QURL to a
+ file.
+
+ In this overview, we take a look at the main concepts of Phonon.
+ We also explain the architecture, examine the
+ core API classes, and show examples on how to use the classes
+ provided.
+
+ \section1 Architecture
+
+ Phonon has three basic concepts: media objects, sinks, and paths.
+ A media object manages a media source, for instance, a music file;
+ it provides simple playback control, such as starting, stopping,
+ and pausing the playback. A sink outputs the media from Phonon,
+ e.g., by rendering video on a widget, or by sending audio to a
+ sound card. Paths are used to connect Phonon objects, i.e., a
+ media object and a sink, in a graph - called a media graph in
+ Phonon.
+
+ As an example, we show a media graph for an audio stream:
+
+ \image conceptaudio.png
+
+ The playback is started and managed by the media object, which
+ send the media stream to any sinks connected to it by a path. The
+ sink then plays the stream back, usually though a sound card.
+
+ \omit Not sure if this goes here, or anywhere...
+ All nodes in the graph are synchronized by the framework,
+ meaning that if more than one sink is connected to the same
+ media object, the framework will handle the synchronization
+ between the sinks; this happens for instance when a media
+ source containing video with sound is played back. More on
+ this later.
+ \endomit
+
+ \section2 Media Objects
+
+ The media object, an instance of the \l{Phonon::}{MediaObject}
+ class, lets you start, pause, and stop the playback of a media
+ stream, i.e., it provided basic control over the playback. You may
+ think of the object as a simple media player.
+
+ The media data is provided by a media source, which is
+ kept by the media object. The media source is a separate
+ object - an instance of \l{Phonon::}{MediaSource} - in Phonon, and
+ not part of the graph itself. The source will supply the media
+ object with raw data. The data can be read from files and streamed
+ over a network. The contents of the source will be interpreted by
+ the media object.
+
+ A media object is always instantiated with the default constructor
+ and then supplied with a media source. Concrete code examples are
+ given later in this overview.
+
+ As a complement to the media object, Phonon also provides
+ \l{Phonon::}{MediaController}, which provides control over
+ features that are optional for a given media. For instance, for
+ chapters, menus, and titles of a VOB (DVD) file will be features
+ managed by a \l{Phonon::}{MediaController}.
+
+ \section2 Sinks
+
+ A sink is a node that can output media from the graph, i.e., it
+ does not send its output to other nodes. A sink is usually a
+ rendering device.
+
+ The input of sinks in a Phonon media graph comes from a
+ \l{Phonon::}{MediaObject}, though it might have been processed
+ through other nodes on the way.
+
+ While the \l{Phonon::}{MediaObject} controls the playback, the
+ sink has basic controls for manipulation of the media. With an
+ audio sink, for instance, you can control the volume and mute the
+ sound, i.e., it represents a virtual audio device. Another example
+ is the \l{Phonon::}{VideoWidget}, which can render video on a
+ QWidget and alter the brightness, hue, and scaling of the video.
+
+ As an example we give an image of a graph used for playing back a
+ video file with sound.
+
+ \image conceptvideo.png
+
+ \section2 Processors
+
+ Phonon does not allow manipulation of media streams directly,
+ i.e., one cannot alter a media stream's bytes programmatically
+ after they have been given to a media object. We have other nodes
+ to help with this: processors, which are placed in the graph on
+ the path somewhere between the media object and its sinks. In
+ Phonon, processors are of the \l{Phonon::}{Effect} class.
+
+ When inserted into the rendering process, the processor will
+ alter the media stream, and will be active as long as it is part
+ of the graph. To stop, it needs to be removed.
+
+ \omit \image conceptprocessor.png \endomit
+
+ The \c {Effect}s may also have controls that affect how the media
+ stream is manipulated. A processor applying a depth effect to
+ audio, for instance, can have a value controlling the amount of
+ depth. An \c Effect can be configured at any point in time.
+
+ \section1 Playback
+
+ In some common cases, it is not necessary to build a graph
+ yourself.
+
+ Phonon has convenience functions for building common graphs. For
+ playing an audio file, you can use the
+ \l{Phonon::}{createPlayer()} function. This will set up the
+ necessary graph and return the media object node; the sound can
+ then be started by calling its \l{Phonon::MediaObject::}{play()}
+ function.
+
+ \snippet snippets/phonon.cpp 0
+
+ We have a similar solution for playing video files, the
+ \l{Phonon::}{VideoPlayer}.
+
+ \snippet snippets/phonon.cpp 1
+
+ The VideoPlayer is a widget onto which the video will be drawn.
+
+ The \c .pro file for a project needs the following line to be added:
+
+ \snippet doc/src/snippets/code/doc_src_phonon.qdoc 0
+
+ Phonon comes with several widgets that provide functionality
+ commonly associated with multimedia players - notably SeekSlider
+ for controlling the position of the stream, VolumeSlider for
+ controlling sound volume, and EffectWidget for controlling the
+ parameters of an effect. You can learn about them in the API
+ documentation.
+
+ \section1 Building Graphs
+
+ If you need more freedom than the convenience functions described
+ in the previous section offers you, you can build the graphs
+ yourself. We will now take a look at how some common graphs are
+ built. Starting a graph up is a matter of calling the
+ \l{Phonon::MediaObject::}{play()} function of the media object.
+
+ If the media source contains several types of media, for instance, a
+ stream with both video and audio, the graph will contain two
+ output nodes: one for the video and one for the audio.
+
+ We will now look at the code required to build the graphs discussed
+ previously in the \l{Architecture} section.
+
+ \section2 Audio
+
+ When playing back audio, you create the media object and connect
+ it to an audio output node - a node that inherits from
+ AbstractAudioOutput. Currently, AudioOutput, which outputs audio
+ to the sound card, is provided.
+
+ The code to create the graph is straight forward:
+
+ \snippet snippets/phonon.cpp 2
+
+ Notice that the type of media an input source has is resolved by
+ Phonon, so you need not be concerned with this. If a source
+ contains multiple media formats, this is also handled
+ automatically.
+
+ The media object is always created using the default constructor
+ since it handles all multimedia formats.
+
+ The setting of a Category, Phonon::MusicCategory in this case,
+ does not affect the actual playback; the category can be used by
+ KDE to control the playback through, for instance, the control
+ panel.
+
+ \omit Not sure about this
+ Users of KDE can often also choose to send sound with the
+ CommunicationCategory, e.g., given to VoIP, to their headset,
+ while sound with MusicCategory is sent to the sound card.
+ \endomit
+
+ The AudioOutput class outputs the audio media to a sound card,
+ that is, one of the audio devices of the operating system. An
+ audio device can be a sound card or a intermediate technology,
+ such as \c DirectShow on windows. A default device will be chosen
+ if one is not set with \l{Phonon::AudioOutput::}{setOutputDevice()}.
+
+ The AudioOutput node will work with all audio formats supported by
+ the back end, so you don't need to know what format a specific
+ media source has.
+
+ For a an extensive example of audio playback, see the \l{Music
+ Player Example}{Phonon Music Player}.
+
+ \section3 Audio Effects
+
+ Since a media stream cannot be manipulated directly, the backend
+ can produce nodes that can process the media streams. These nodes
+ are inserted into the graph between a media object and an output
+ node.
+
+ Nodes that process media streams inherit from the Effect class.
+ The effects available depends on the underlying system. Most of
+ these effects will be supported by Phonon. See the \l{Querying
+ Backends for Support} section for information on how to resolve
+ the available effects on a particular system.
+
+ We will now continue the example from above using the Path
+ variable \c path to add an effect. The code is again trivial:
+
+ \snippet snippets/phonon.cpp 3
+
+ Here we simply take the first available effect on the system.
+
+ The effect will start immediately after being inserted into the
+ graph if the media object is playing. To stop it, you have to
+ detach it again using \l{Phonon::Path::}{removeEffect()} of the Path.
+
+ \section2 Video
+
+ For playing video, VideoWidget is provided. This class functions
+ both as a node in the graph and as a widget upon which it draws
+ the video stream. The widget will automatically choose an available
+ device for playing the video, which is usually a technology
+ between the Qt application and the graphics card, such as \c
+ DirectShow on Windows.
+
+ The video widget does not play the audio (if any) in the media
+ stream. If you want to play the audio as well, you will need
+ an AudioOutput node. You create and connect it to the graph as
+ shown in the previous section.
+
+ The code for creating this graph is given below, after which
+ one can play the video with \l{Phonon::MediaObject::}{play()}.
+
+ \snippet snippets/phonon.cpp 4
+
+ The VideoWidget does not need to be set to a Category, it is
+ automatically classified to \l{Phonon::}{VideoCategory}, we only
+ need to assure that the audio is also classified in the same
+ category.
+
+ The media object will split files with different media content
+ into separate streams before sending them off to other nodes in
+ the graph. It is the media object that determines the type of
+ content appropriate for nodes that connect to it.
+
+ \omit This section is from the future
+
+ \section2 Multiple Audio Sources and Graph Outputs
+
+ In this section, we take a look at a graph that contains multiple
+ audio sources in addition to video. We have a video camera with
+ some embarrassing home footage from last weekend's party, a
+ microphone with which we intend to add commentary, and an audio
+ music file to set the correct mood. It would be an advantage to
+ write the graph output to a file for later viewing, but since this
+ is not yet supported by Qt backends, we will play it back
+ directly.
+
+ <image of party graph>
+
+ <code>
+
+ <code walkthrough>
+
+ \endomit
+
+ \section1 Backends
+
+ The multimedia functionality is not implemented by Phonon itself,
+ but by a back end - often also referred to as an engine. This
+ includes connecting to, managing, and driving the underlying
+ hardware or intermediate technology. For the programmer, this
+ implies that the media nodes, e.g., media objects, processors, and
+ sinks, are produced by the back end. Also, it is responsible for
+ building the graph, i.e., connecting the nodes.
+
+ The backends of Qt use the media systems DirectShow (which
+ requires DirectX) on Windows, QuickTime on Mac, and GStreamer on
+ Linux. The functionality provided on the different platforms are
+ dependent on these underlying systems and may vary somewhat, e.g.,
+ in the media formats supported.
+
+ Backends expose information about the underlying system. It can
+ tell which media formats are supported, e.g., \c AVI, \c mp3, or
+ \c OGG.
+
+ A user can often add support for new formats and filters to the
+ underlying system, by, for instance, installing the DivX codex. We
+ can therefore not give an exact overview of which formats are
+ available with the Qt backends.
+
+ \omit Not sure I want a separate section for this
+ \section2 Communication with the Backends
+
+ We cooperate with backends through static functions in the
+ Phonon namespace. We have already seen some of these functions
+ in code examples. Their two main responsibilities are creating
+ graph nodes and supplying information about the capabilities
+ of the various nodes. The nodes uses the backend internally
+ when created, so it is only connecting them in the graph that
+ you need to use the backend directly.
+
+ The main functions for graph building are:
+
+ \list
+ \o createPath(): This function creates a path between to
+ nodes, which it takes as arguments.
+ \o
+ \endlist
+
+ For more detailed information, please consult the API
+ documentation.
+
+ \endomit
+
+ \section2 Querying Backends for Support
+
+ As mentioned, Phonon depends on the backend to provide its
+ functionality. Depending on the individual backend, full support
+ of the API may not be in place. Applications therefore need to
+ check with the backend if functionality they require is
+ implemented. In this section, we take look at how this is done.
+
+ The backend provides the
+ \l{Phonon::BackendCapabilities::}{availableMimeTypes()} and
+ \l{Phonon::BackendCapabilities::}{isMimeTypeAvailable()} functions
+ to query which MIME types the backend can produce nodes for. The
+ types are listed as strings, which for any type is equal for any
+ backend or platform.
+
+ The backend will emit a signal -
+ \l{Phonon::BackendCapabilities::}{Notifier::capabilitiesChanged()}
+ - if its abilities have changed. If the available audio devices
+ have changed, the
+ \l{Phonon::BackendCapabilities::}{Notifier::availableAudioOutputDevicesChanged()}
+ signal is emitted instead.
+
+ To query the actual audio devices possible, we have the
+ \l{Phonon::BackendCapabilities::}{availableAudioOutputDevices()} as
+ mentioned in the \l{#Sinks}{Sinks} section. To query information
+ about the individual devices, you can examine its \c name(); this
+ string is dependent on the operating system, and the Qt backends
+ does not analyze the devices further.
+
+ The sink for playback of video does not have a selection of
+ devices. For convenience, the \l{Phonon::}{VideoWidget} is both a
+ node in the graph and a widget on which the video output is
+ rendered. To query the various video formats available, use
+ \l{Phonon::BackendCapabilities::}{isMimeTypeAvailable()}. To add
+ it to a path, you can use the Phonon::createPath() as usual. After
+ creating a media object, it is also possible to call its
+ \l{Phonon::MediaObject::}{hasVideo()} function.
+
+ See also the \l{Capabilities Example}.
+
+ \section1 Installing Phonon
+
+ When running the Qt configure script, you will be notified whether
+ Phonon support is available on your system. As mentioned
+ previously, to use develop and run Phonon applications, you also
+ need to link to a backend, which provides the multimedia
+ functionality.
+
+ Note that Phonon applications will compile and run without a
+ working backend, but will, of course, not work as expected.
+
+ The following sections explains requirements for each backend.
+
+ \section2 Windows
+
+ On Windows, building Phonon requires DirectX and DirectShow
+ version 9 or higher. You'll need additional SDKs you can download
+ from Microsoft.
+
+ \section3 Windows XP and later Windows versions
+
+ If you develop for Windows XP and up, you should download the Windows SDK
+ \l{http://www.microsoft.com/downloads/details.aspx?FamilyID=e6e1c3df-a74f-4207-8586-711ebe331cdc&amp;DisplayLang=en}{here}.
+ Before building Qt, just call the script: \c {C:\Program Files\Microsoft SDKs\Windows\v6.1\Bin\setenv.cmd}
+
+ \note Visual C++ 2008 already contains the Windows SDK and doesn't
+ need that package and has already the environment set up for a
+ smooth compilation of phonon.
+
+ \section3 Earlier Windows versions than Windows XP
+
+ If you want to support previous Windows versions, you should download and install the Platform SDK. You find it
+ \l{http://www.microsoft.com/downloads/details.aspx?FamilyId=0BAF2B35-C656-4969-ACE8-E4C0C0716ADB&amp;displaylang=en}{here}.
+
+ \note The platform SDK provided with Visual C++ is not
+ complete and
+ you'll need this one to have DirectShow 9.0 support. You can download the DirectX SDK
+ \l{http://www.microsoft.com/downloads/details.aspx?familyid=09F7578C-24AA-4E0A-BF91-5FEC24C8C7BF&amp;displaylang=en}{here}.
+
+ \section3 Setting up the environment
+
+ Once the SDKs are installed, please make sure to set your
+ environment variables LIB and INCLUDE correctly. The paths to the
+ include and lib directory of the SDKs should appear first.
+ Typically, to setup your environment, you would execute the
+ following script:
+
+ \code
+ Set DXSDK_DIR=C:\Program Files\Microsoft DirectX SDK (February 2007)
+ %DXSDK_DIR%\utilities\bin\dx_setenv.cmd
+ C:\program files\Microsoft Platform SDK\setenv.cmd
+ \endcode
+
+ If your environment is setup correctly, executing configure.exe on
+ your Qt installation should automatically activate Phonon.
+
+ \warning The MinGW version of Qt does not support building the
+ Qt backend.
+
+ \section2 Linux
+
+ The Qt backend on Linux uses GStreamer (minimum version is 0.10),
+ which must be installed on the system. At a minimum, you need the
+ GStreamer library and base plugins, which provides support for \c
+ .ogg files. The package names may vary between Linux
+ distributions; on Mandriva, they have the following names:
+
+ \table
+ \header
+ \o Package
+ \o Description
+ \row
+ \o libgstreamer0.10_0.10
+ \o The GStreamer base library.
+ \row
+ \o libgstreamer0.10_0.10-devel
+ \o Contains files for developing applications with
+ GStreamer.
+ \row
+ \o libgstreamer-plugins-base0.10
+ \o Contains the basic plugins for audio and video
+ playback, and will enable support for \c ogg files.
+ \row
+ \o libgstreamer-plugins-base0.10-devel
+ \o Makes it possible to develop applications using the
+ base plugins.
+ \endtable
+
+ \omit Should go in troubleshooting (in for example README)
+ alsasink backend for GStreamer
+ \table
+ \header
+ \o Variable
+ \o Description
+ \row
+ \o PHONON_GST_AUDIOSINK
+ \o Sets the audio sink to be used. Possible values are
+ ... alsasink.
+ \row
+ \o PHONON_GSTREAMER_DRIVER
+ \o Sets the driver for GStreamer. This driver will
+ usually be configured automatically when
+ installing.
+ \row
+ \o PHONON_GST_VIDEOWIDGET
+ \o This variable can be set to the name of a widget to
+ use as the video widget??
+ \row
+ \o PHONON_GST_DEBUG
+ \o Phonon will give debug information while running if
+ this variable is set to a number between 1 and 3.
+ \row
+ \o PHONON_TESTURL
+ \o ...
+ \endtable
+ \endomit
+
+ \section2 Mac OS X
+
+ On Mac OS X, Qt uses QuickTime for its backend. The minimum
+ supported version is 7.0.
+
+ \section1 Deploying Phonon Applications on Windows and Mac OS X
+
+ On Windows and Mac OS X, the Qt backend makes use of the
+ \l{QtOpenGL Module}{QtOpenGL} module. You therefore need to deploy
+ the QtOpenGL shared library. If this is not what you want, it is
+ possible to configure Qt without OpenGL support. In that case, you
+ need to run \c configure with the \c -no-opengl option.
+
+ \section1 Work in Progress
+
+ Phonon and its Qt backends, though fully functional for
+ multimedia playback, are still under development. Functionality to
+ come is the possibility to capture media and more processors for
+ both music and video files.
+
+ Another important consideration is to implement support for
+ storing media to files; i.e., not playing back media directly.
+
+ We also hope in the future to be able to support direct
+ manipulation of media streams. This will give the programmer more
+ freedom to manipulate streams than just through processors.
+
+ Currently, the multimedia framework supports one input source. It will be
+ possible to include several sources. This is useful in, for example, audio
+ mixer applications where several audio sources can be sent, processed and
+ output as a single audio stream.
+*/
+