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    Class CreateSoundMixerSettingsWindowMixerChangeNoticeTests

    The project has one Sound Mixer Settings asset, and effect loops resolve through the mixer it names. The wizard updates that asset in place, so changing its Audio Mixer field repoints the only settings the game reads — every effect loop registered for the previous mixer stops resolving. The Mixer step says so, in a one-line warning shown exactly while the field differs from the asset's own mixer. Every fixture copies the REAL shipped settings and mixer under a private temp root.

    Inheritance
    object
    CreateSoundMixerSettingsWindowMixerChangeNoticeTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Audio.SoundMixerSettings.Tests.Editor
    Assembly: Serenity.Audio.SoundMixerSettings.Tests.Editor.dll
    Syntax
    public class CreateSoundMixerSettingsWindowMixerChangeNoticeTests

    Constructors

    CreateSoundMixerSettingsWindowMixerChangeNoticeTests()

    Declaration
    public CreateSoundMixerSettingsWindowMixerChangeNoticeTests()

    Methods

    AdoptingTheSettings_KeepingItsMixer_ShowsNoNotice()

    Declaration
    public void AdoptingTheSettings_KeepingItsMixer_ShowsNoNotice()

    ChangingTheMixerOfTheAdoptedSettings_WarnsNamingThePreviousMixerAndTheLostLoops()

    Declaration
    public void ChangingTheMixerOfTheAdoptedSettings_WarnsNamingThePreviousMixerAndTheLostLoops()

    ChoosingAMixerForNewSettings_ShowsNoNotice()

    Declaration
    public void ChoosingAMixerForNewSettings_ShowsNoNotice()

    SetUp()

    Declaration
    public void SetUp()

    SettingTheMixerBack_ClearsTheNotice()

    Declaration
    public void SettingTheMixerBack_ClearsTheNotice()

    TearDown()

    Declaration
    public void TearDown()
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