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    Namespace Serenity.AudioPlayer.Tests.Editor.Builder

    Classes

    CreateAudioPlayerSettingsWindowRealRunDriver

    Runs CreateAudioPlayerSettingsWindow for real: the window's output folder redirected to the fixture folder, the way CreateAudioPlayerSettingsWindowUpdateInPlaceTests redirects it, and a channel Id nothing in that folder answers to, so the run creates a new channel there.

    CreateAudioPlayerSettingsWindowUpdateInPlaceTests

    CreateAudioPlayerSettingsWindow must seed Channels/Audio Mixer Group/Audio Game Settings/Ignore If Already Playing from the real asset an existing Channel Id resolves to, so an update-in-place run always reflects the asset's own data rather than the wizard's hardcoded fresh-create defaults. Also proves the same round-trip/reload/write-boundary contract every other by-Id wizard (Character, PlayerInput) carries, against a real UnityEngine.Audio.AudioMixerGroup and a real UnityAudioGameSettingsDefinition reference.

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