+ LocaleGuard lg;
+
+ boost::mutex::scoped_lock lm (_mutex);
+ node->add_child("AudioGain")->add_child_text (lexical_cast<string> (_audio_gain));
+ node->add_child("AudioDelay")->add_child_text (lexical_cast<string> (_audio_delay));
+}
+
+
+void
+AudioContent::set_audio_gain (float g)
+{
+ {
+ boost::mutex::scoped_lock lm (_mutex);
+ _audio_gain = g;
+ }
+
+ signal_changed (AudioContentProperty::AUDIO_GAIN);
+}
+
+void
+AudioContent::set_audio_delay (int d)
+{
+ {
+ boost::mutex::scoped_lock lm (_mutex);
+ _audio_delay = d;
+ }
+
+ signal_changed (AudioContentProperty::AUDIO_DELAY);
+}
+
+boost::signals2::connection
+AudioContent::analyse_audio (boost::function<void()> finished)
+{
+ shared_ptr<const Film> film = _film.lock ();
+ assert (film);
+
+ shared_ptr<AnalyseAudioJob> job (new AnalyseAudioJob (film, dynamic_pointer_cast<AudioContent> (shared_from_this())));
+ boost::signals2::connection c = job->Finished.connect (finished);
+ JobManager::instance()->add (job);
+
+ return c;
+}
+
+boost::filesystem::path
+AudioContent::audio_analysis_path () const
+{
+ shared_ptr<const Film> film = _film.lock ();
+ if (!film) {
+ return boost::filesystem::path ();
+ }
+
+ return film->audio_analysis_path (dynamic_pointer_cast<const AudioContent> (shared_from_this ()));
+}
+
+string
+AudioContent::technical_summary () const
+{
+ return String::compose ("audio: channels %1, length %2, raw rate %3, out rate %4", audio_channels(), audio_length(), content_audio_frame_rate(), output_audio_frame_rate());
+}
+
+/** Note: this is not particularly fast, as the FrameRateChange lookup
+ * is not very intelligent.
+ *
+ * @param t Some duration to convert.
+ * @param at The time within the DCP to get the active frame rate change from; i.e. a point at which
+ * the `controlling' video content is active.
+ */
+AudioFrame
+AudioContent::time_to_content_audio_frames (DCPTime t, DCPTime at) const
+{
+ shared_ptr<const Film> film = _film.lock ();
+ assert (film);
+
+ /* Consider the case where we're running a 25fps video at 24fps (i.e. slow)
+ Our audio is at 44.1kHz. We will resample it to 48000 * 25 / 24 and then
+ run it at 48kHz (i.e. slow, to match).
+
+ After 1 second, we'll have run the equivalent of 44.1kHz * 24 / 25 samples
+ in the source.
+ */