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.
Inherited Members
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()