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    Namespace Serenity.Audio.SoundMixerSettings.Tests.Editor

    Classes

    CreateSoundMixerSettingsWindowDoneStepTests

    A successful Create or Update must always leave this wizard on its Done step, latched terminal, with a truthful result — never parked on Summary re-validating the very write it just made. Drives the real creation flow (Serenity.SoundMixer.Installation.Settings.Editor.Builder.CreateSoundMixerSettingsWindow.CreateForTests(Serenity.SoundMixer.Installation.Settings.Editor.Builder.SoundMixerSettingsCreator.Input), the same private RunCreate the primary button calls) so a regression here is caught by this suite.

    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.

    CreateSoundMixerSettingsWindowParameterSeedingTests

    The Parameters step seeds its exposed-parameter table from the settings asset it updates. Another wizard can append a row for a mixer parameter a shipped row already binds — the project's own game setting beside the shipped one — and the table then showed both rows as red duplicates the author had to delete by hand. Seeding keeps one row per mixer parameter: the project-owned row wins and the shipped duplicate is dropped from the draft. Duplicates ownership cannot decide stay visible as a notice with an in-window merge. Every fixture copies the REAL shipped settings and game-setting assets under a private temp root.

    CreateSoundMixerSettingsWindowRealRunDriver

    Runs CreateSoundMixerSettingsWindow for real: a sound mixer settings asset is created in the fixture folder the way CreateSoundMixerSettingsWindowDoneStepTests builds its own, adopted as the window's target and updated in place through the window's own primary action.

    SoundMixerSettingsCreatorTests

    EditMode tests for SoundMixerSettingsCreator: field/bounds/exposed-parameter validation and, in a temporary folder, actual settings asset creation — including the create-vs-update singleton contract and the EffectLoops/ExposedParameters merge contracts described on the creator's type doc comment. Mirrors Serenity.Audio.SettingsCreator.Tests.Editor.AudioPlayerSettingsCreatorTests.

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