state change from PAUSED to PLAYING.
* Most elements ignore this state change. * The pipeline selects a Clock and distributes this to all the children before setting them to PLAYING. This means that it is only allowed to synchronize on the Clock in the PLAYING state. * The pipeline uses the Clock and the running_time to calculate the base_time. The base_time is distributed to all children when performing the state change. * Sink elements stop blocking on the preroll buffer or event and start rendering the data. * Sinks can post EOS in the PLAYING state. It is not allowed to post EOS when not in the PLAYING state. * While streaming in PAUSED or PLAYING elements can create and remove sometimes pads. * Live sources start generating data and return SUCCESS.