Namespace Serenity.AudioPlayer.Tests.Domain
Classes
AudioClipSpatialSettingsRulesTests
The shared authoring rules for a clip's spatial settings: defaults, validation and offered rolloffs.
AudioDepthCueCalculatorGradedOcclusionTests
Pure-math scenarios for the graded occlusion in AudioDepthCueCalculator: how a detour around an obstacle maps to an occlusion amount, how a share of blocked paths maps to one, and how a rising amount settles at its own authored speed while a falling one keeps the fixed opening speed.
AudioDepthCueCalculatorTests
Pure-math scenarios for AudioDepthCueCalculator: normalised distance, occlusion smoothing, cutoff and level shaping, and the occlusion probe's geometry rules.
AudioOcclusionDetourFallbackTests
Scenarios for the directions and the offset AudioOcclusionDetour hands the occlusion probe to cast its fallback paths: which way is up and sideways for a given line, and how far from the middle of the line a waypoint must sit for the two-leg path through it to be a chosen amount longer than the straight line.
AudioOcclusionDetourTests
Geometry scenarios for AudioOcclusionDetour: the extra path a sound travels around the box that blocks the straight line, and the checks that tell a trustworthy box from one whose bounds mislead.
AudioPlaybackCandidateTests
Tests for the AudioPlaybackCandidate value type — the pure, Unity-agnostic snapshot of a playing slot consumed by the priority selector. Guards that the constructor stores every field verbatim, since the selector relies on those values to make its decision.
AudioPlayerClipAttributeTests
Guards the editor binding contract: AudioPlayerClip's filePath constructor
parameter must be annotated so the signal-definition Inspector renders an AudioClip drag field for it
(the Domain stays Unity-free — the attribute only names the asset type as a string).
AudioPlayerClipTests
Tests for the AudioPlayerClip entity.
AudioPlayerEmitterTests
Tests for the AudioPlayerEmitter entity.
AudioPlayerEnumsTests
Guards the numeric contracts of the AudioPlayer domain enums. Several of these values are
load-bearing: IgnoreIfNoSourceAvailable must be 0 so it is the
default for freshly deserialized clips, and AudioRolloffMode values must mirror
UnityEngine.AudioRolloffMode so the Unity layer can map between them by value.
AudioPlayerGroupTests
Tests for the AudioPlayerGroup entity.
AudioPortalRoutingDecisionTests
Scenarios for the decision rules of AudioPortalRouting: when a voice is considered for a route, how much a route is occluded, when it is taken or kept, and that the occlusion it reports is never worse than the straight line.
AudioPortalRoutingPathTests
Scenarios for the path rules of AudioPortalRouting: how long the way through a portal is, how much longer than the straight line, and which portal a voice is heard through without flipping between two near-equal ones.
AudioPriorityCandidateSelectorBehaviorTests
Additional behavioral scenarios for AudioPriorityCandidateSelector that complement the core rule tests: stability of tie-breaking, cross-policy boundary checks, and mixed replaceable/eligible populations.
AudioPriorityCandidateSelectorTests
Tests for AudioPriorityCandidateSelector — the pure replacement-decision logic
used by the audio player when the AudioSource pool is full.
These cover the runtime scenarios from the priority allocation design without needing the
Unity runtime: which (if any) currently playing slot should be reassigned to a new sound.
AudioReverbVoiceCapPolicyTests
Scenarios for AudioReverbVoiceCapPolicy: the nearest voices keep their reverb when more voices want it than the authored cap allows, and neither a tie nor a near-tie churns an already reverberated voice.
AudioWorldPositionBehaviorTests
Additional behavioral coverage for AudioWorldPosition: object-equality through
boxing, hashing parity vs. the backing vector, operator symmetry, and a culture-agnostic check
of the F2-formatted ToString() output.
AudioWorldPositionTests
Tests for the AudioWorldPosition value object.