<p>Hello, </p>
<p>Today I saw the very exciting Gstreamer SDK preview build with Android support. I haven't begun using it to build my application yet, but I did notice that the preview does not ship GstSoundtouch plugin from gst-plugins-bad. Is this an accidental omission or will this not appear in the final build? I noticed both other -bad plugins and -ugly plugins are shipped. The latter also seem to suffer from the very patent encumbrances that the Fluendo codec pack helps alleviate on the desktop (by at least making it legal to decode these formats in Gstreamer in MPEG-LA respecting countries) so I was a bit surprised to see mad and faad included. </p>
<p>My understanding is, libsoundtouch has manual assembler that's optimized for x86, but it should run on any CPU with the assembly replaced by high-level routines in C, which are already in the codebase. Hopefully the compiler and the brute force of modern ARM CPUs should together deliver good performance. So if libsoundtouch and the associated gst plugin build successfully on the targeted ARM platform of the SDK, I would really like to see this plugin added to the SDK. If there are build or performance problems with libsoundtouch on ARM, I have a very good rapport with its author and may be able to enlist his help. ;) </p>
<p>My next question is, do the docs specify how to add a new plugin to the build if building from source? I have another plugin (containing only a source element) which I want to integrate in my custom build of the SDK, written in C and using standard autotools build system and libsoup. Any tips would be appreciated. Is it necessary to build the entire SDK in order to add another plugin shared object using "external" sources, or can it be added to the existing build by using an identical toolchain? </p>
<p>Lastly, I would pay good money for the Fluendo decoder pack (mainly interested in audio) to be available on Android for developer and/or end-user licensing. I am hoping that this is on Fluendo's radar given how many resources they have invested in Android already.</p>
<p>Thanks,</p>
<p>Sean </p>